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    Class TextRender

    Text rendering object.

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    TextRender
    Implements
    ISerializable
    Inherited Members
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
    Actor.GetScripts<T>()
    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
    Actor.ToString()
    Actor.Children
    Actor.Tags
    Actor.Layer
    Actor.Name
    Actor.IsActive
    Actor.StaticFlags
    Actor.PerInstanceRandom
    Actor.LocalPosition
    Actor.LocalOrientation
    Actor.LocalScale
    Actor.Sphere
    Actor.Box
    Actor.BoxWithChildren
    Actor.EditorBox
    Actor.EditorBoxChildren
    Actor.HasContentLoaded
    Actor.IsPrefabRoot
    Actor.IsStatic
    Actor.IsTransformStatic
    Actor.WorldToLocalMatrix
    Actor.LocalToWorldMatrix
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [ActorContextMenu("New/UI/Text Render")]
    [ActorToolbox("Visuals")]
    [Unmanaged]
    public class TextRender : Actor, ISerializable

    Constructors

    TextRender()

    Initializes a new instance of the TextRender.

    Declaration
    public TextRender()

    Properties

    Color

    Gets or sets the color of the text.

    Declaration
    [EditorOrder(10)]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public Color Color { get; set; }
    Property Value
    Color

    DrawModes

    The draw passes to use for rendering this object.

    Declaration
    [EditorOrder(75)]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public DrawPass DrawModes { get; set; }
    Property Value
    DrawPass

    Font

    The font asset used as a text characters source.

    Declaration
    [EditorOrder(30)]
    [AssetReference(true)]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public FontAsset Font { get; set; }
    Property Value
    FontAsset

    FontSize

    Gets or sets the font characters size.

    Declaration
    [EditorOrder(40)]
    [Limit(1F, 1000F, 1F)]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public float FontSize { get; set; }
    Property Value
    System.Single

    LayoutOptions

    Gets or sets the layout options. Layout is defined in local space of the object (on XY plane).

    Declaration
    [EditorOrder(100)]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public TextLayoutOptions LayoutOptions { get; set; }
    Property Value
    TextLayoutOptions

    LocalBox

    Gets the axis=aligned bounding box of the text vertices in the local-space of the actor.

    Declaration
    [Unmanaged]
    public BoundingBox LocalBox { get; }
    Property Value
    BoundingBox

    Material

    The material used for the text rendering. It must contain texture parameter named Font used to sample font texture.

    Declaration
    [EditorOrder(20)]
    [AssetReference(true)]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public MaterialBase Material { get; set; }
    Property Value
    MaterialBase

    ShadowsMode

    The shadows casting mode by this visual element.

    Declaration
    [EditorOrder(80)]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public ShadowsCastingMode ShadowsMode { get; set; }
    Property Value
    ShadowsCastingMode

    SortOrder

    The object sort order key used when sorting drawable objects during rendering. Use lower values to draw object before others, higher values are rendered later (on top). Can be used to control transparency drawing.

    Declaration
    [EditorOrder(85)]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public sbyte SortOrder { get; set; }
    Property Value
    System.SByte

    Text

    Gets or sets the text.

    Declaration
    [EditorOrder(0)]
    [MultilineText]
    [EditorDisplay("Text", null)]
    [Unmanaged]
    public LocalizedString Text { get; set; }
    Property Value
    LocalizedString

    Methods

    UpdateLayout()

    Updates the text vertex buffer layout and cached data if its dirty.

    Declaration
    [Unmanaged]
    public void UpdateLayout()

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
    In This Article
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