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Module uiassembler

Index

Variables

Const EPSILON

EPSILON: 0.000001 = 0.000001

Const FillType

FillType: FillType = Sprite.FillType

Const MaxGridsLimit

MaxGridsLimit: number = Math.ceil(65535 / 6)

Const PI_2

PI_2: number = Math.PI * 2

Const WHITE

WHITE: Color = new Color(255, 255, 255, 255)

Const _center

_center: Vec2 = new Vec2()

Let _fillGrids

_fillGrids: number = 0

Const _intersectPoint_1

_intersectPoint_1: Vec2[] = [new Vec2(), new Vec2(), new Vec2(), new Vec2()]

Const _intersectPoint_2

_intersectPoint_2: Vec2[] = [new Vec2(), new Vec2(), new Vec2(), new Vec2()]

Const _mat4_temp

_mat4_temp: Mat4 = new Mat4()

Let _moveX

_moveX: number = 0

Let _moveY

_moveY: number = 0

Let renderData

renderData: { renderData: MeshRenderData; texture: Texture2D | null } | null

Const _stencilManager

_stencilManager: StencilManager = StencilManager.sharedManager!

Const _triangles

_triangles: Vec2[] = [new Vec2(), new Vec2(), new Vec2(), new Vec2()]

Const _uvs

_uvs: number[] = new Array(8)

Const _vec3u_temp

_vec3u_temp: Vec3 = new Vec3()

Const _vertPos

_vertPos: Vec2[] = [new Vec2(), new Vec2(), new Vec2(), new Vec2()]

Const _vertices

_vertices: number[] = new Array(4)

Let _vfOffset

_vfOffset: number = 0

Let flipTexture

flipTexture: (grid: TiledGrid, gid: MixedGID) => void

Type declaration

Const matrix

matrix: Mat4 = new Mat4()

Const matrix

matrix: Mat4 = new Mat4()

Const vec3_temp

vec3_temp: Vec3 = new Vec3()

Const vec3_temps

vec3_temps: Vec3[] = []

Const vec3_temps

vec3_temps: Vec3[] = []

Functions

calcIntersectedPoints

  • calcIntersectedPoints(left: any, right: any, bottom: any, top: any, center: Vec2, angle: any, intersectPoints: Vec2[]): void

calculateUVs

calculateVertices

  • calculateVertices(sprite: Sprite): void

flipDiamondTileTexture

flipTexture

generateTriangle

  • generateTriangle(dataList: IRenderData[], offset: number, vert0: Vec2, vert1: Vec2, vert2: Vec2): void

generateUV

  • generateUV(progressX: number, progressY: number, data: IRenderData[], offset: number): void

getVertAngle

  • getVertAngle(start: Vec2, end: Vec2): number

applyAreaMask

  • applyAreaMask(mask: Mask, renderer: Batcher2D): void

applyClearMask

  • applyClearMask(mask: Mask, renderer: Batcher2D): void

fillByTiledNode

  • fillByTiledNode(tiledNode: Node, color: Float32Array, vbuf: Float32Array, left: number, right: number, top: number, bottom: number, diamondTile: boolean): void

switchRenderData

traverseGrids

  • traverseGrids(leftDown: { col: number; row: number }, rightTop: { col: number; row: number }, rowMoveDir: number, colMoveDir: number, comp: TiledLayer): void
  • Parameters

    • leftDown: { col: number; row: number }
      • col: number
      • row: number
    • rightTop: { col: number; row: number }
      • col: number
      • row: number
    • rowMoveDir: number
    • colMoveDir: number
    • comp: TiledLayer

    Returns void

Object literals

Const PostAssembler

PostAssembler: object

getAssembler

  • getAssembler(): IAssembler

Const StartAssembler

StartAssembler: object

getAssembler

  • getAssembler(): IAssembler

Const leftDown

leftDown: object

col

col: number = 0

row

row: number = 0

Let uva

uva: object

x

x: number = 0

y

y: number = 0

Let uvb

uvb: object

x

x: number = 0

y

y: number = 0

Let uvc

uvc: object

x

x: number = 0

y

y: number = 0

Let uvd

uvd: object

x

x: number = 0

y

y: number = 0

Const barFilled

barFilled: object

barFilled 组装器 可通过 UI.barFilled 获取该组装器。

useModel

useModel: boolean = false

createData

  • createData(sprite: Sprite): RenderData

fillBuffers

  • fillBuffers(sprite: Sprite, renderer: Batcher2D): void

updateRenderData

  • updateRenderData(sprite: Sprite): void

updateUVs

  • updateUVs(sprite: Sprite, fillStart: number, fillEnd: number): void

updateVertexData

  • updateVertexData(sprite: Sprite, fillStart: number, fillEnd: number): void

updateWorldVertexData

  • updateWorldVertexData(sprite: Sprite): void

Const bmfont

bmfont: object

bmfont 组装器 可通过 UI.bmfont 获取该组装器。

appendQuad

  • appendQuad(comp: Label, spriteFrame: SpriteFrame, rect: Rect, rotated: boolean, x: number, y: number, scale: number): void

createData

  • createData(comp: Label): RenderData

fillBuffers

  • fillBuffers(comp: Label, renderer: Batcher2D): void

Const labelAssembler

labelAssembler: object

getAssembler

  • getAssembler(comp: Label): IAssembler

Const letter

letter: object

letter 组装器 可通过 UI.letter 获取该组装器。

appendQuad

appendQuad: any = bmfont.appendQuad

createData

  • createData(comp: Label): RenderData

fillBuffers

  • fillBuffers(comp: Label, renderer: Batcher2D): void

Const maskAssembler

maskAssembler: object

createData

  • createData(mask: Mask): RenderData

fillBuffers

  • fillBuffers(mask: Mask, renderer: Batcher2D): void

updateRenderData

  • updateRenderData(mask: Mask): void

Const maskEndAssembler

maskEndAssembler: object

fillBuffers

  • fillBuffers(mask: Mask, ui: Batcher2D): void

Const radialFilled

radialFilled: object

radialFilled 组装器 可通过 UI.radialFilled 获取该组装器。

useModel

useModel: boolean = false

createData

  • createData(sprite: Sprite): RenderData

fillBuffers

  • fillBuffers(comp: Sprite, renderer: Batcher2D): void

updateRenderData

  • updateRenderData(sprite: Sprite): void

Const simple

simple: object

simple 组装器 可通过 UI.simple 获取该组装器。

createData

  • createData(sprite: Sprite): RenderData

fillBuffers

  • fillBuffers(sprite: Sprite, renderer: Batcher2D): void

updateColor

  • updateColor(sprite: Sprite): void

updateRenderData

  • updateRenderData(sprite: Sprite): void

updateUvs

  • updateUvs(sprite: Sprite): void

updateVertexData

  • updateVertexData(sprite: Sprite): void

Const simple

simple: object

simple 组装器 可通过 UI.simple 获取该组装器。

createData

fillBuffers

  • fillBuffers(layer: TiledLayer, renderer: Batcher2D): void

updateColor

updateRenderData

  • updateRenderData(comp: TiledLayer, ui: Batcher2D): void

Const sliced

sliced: object

sliced 组装器 可通过 UI.sliced 获取该组装器。

useModel

useModel: boolean = false

createData

  • createData(sprite: Sprite): RenderData

fillBuffers

  • fillBuffers(sprite: Sprite, renderer: Batcher2D): void

updateRenderData

  • updateRenderData(sprite: Sprite): void

updateVertexData

  • updateVertexData(sprite: Sprite): void

updateWorldVertexData

  • updateWorldVertexData(sprite: Sprite): void

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