Encapsulates the rendering backend of the UI system. More...
#include <Coherent/Coherent/UIGT/UISystem.h>
Public Member Functions | |
virtual ViewRenderer * | CreateViewRenderer (View *view, NativeRenderTarget nativeTextureTarget, unsigned width, unsigned height, unsigned sampleCount)=0 |
Creates a renderer for a View. More... | |
virtual ViewRenderer * | CreateViewRenderer (View *view)=0 |
Creates a renderer for a View. Render texture is postponed until rendering. Make sure to use the ViewRenderer::PaintToTexture API. More... | |
virtual void | FreeTransientRenderingResources ()=0 |
For DirectX only - to allow device reset. | |
virtual bool | RecreateTransientRenderingResources ()=0 |
For DirectX only - to re-create resources after a reset. More... | |
virtual void | BeginRendering ()=0 |
Starts a rendering block and sets all needed state. Use this method with EndRendering as an optimization. You can put different ViewRenderer Paint methods and mouse queries in a Begin/End rendering block to minimize state changes. Using those methods is optional. | |
virtual void | EndRendering ()=0 |
Ends a rendering block. | |
virtual void | Destroy ()=0 |
Destroys the renderer. More... | |
Encapsulates the rendering backend of the UI system.
|
pure virtual |
Creates a renderer for a View.
view | the View for which to create a renderer |
nativeTextureTarget | the texture where to draw |
width | the width of the texture |
height | the height of the texture |
sampleCount | the number of samples of the texture when using MSAA. Set to 1 if not using MSAA |
|
pure virtual |
Creates a renderer for a View. Render texture is postponed until rendering. Make sure to use the ViewRenderer::PaintToTexture API.
view | the View for which to create a renderer |
|
pure virtual |
Destroys the renderer.
|
pure virtual |
For DirectX only - to re-create resources after a reset.