Namespace FlaxEngine
Classes
Base class for all actor objects on the scene. |
Performs an animation and renders a skinned model. |
Asset that contains an animation spline represented by a set of keyframes, each representing an endpoint of a linear curve. |
The Animation Graph is used to evaluate a final pose for the animated model for the current frame. |
Base class for all custom nodes. Allows to override it and define own Anim Graph nodes in game scripts or via plugins. |
AnimationGraph.CustomNodeArchetypeFactoryAttribute The custom attribute that allows to specify the class that contains node archetype getter methods. |
Animation Graph function asset that contains reusable part of the anim graph. |
Animation graph parameter. |
Asset objects base class. |
Specifies a options for an asset reference picker in the editor. Allows to customize view or provide custom value assign policy. |
The audio service used for music and sound effects playback. |
Audio clip stores audio data in a compressed or uncompressed format using a binary asset. Clips can be provided to audio sources or other audio methods to be played. |
Represents a single audio device. |
Represents a listener that hears audio sources. For spatial audio the volume and pitch of played audio is determined by the distance, orientation and velocity differences between the source and the listener. |
Represents a source for emitting audio. Audio can be played spatially (gun shot), or normally (music). Each audio source must have an AudioClip to play - back, and it can also have a position in the case of spatial(3D) audio. |
An animation spline represented by a set of keyframes, each representing an endpoint of a Bezier curve. |
Base class for all binary assets. |
Actor that links to the animated model skeleton node transformation. |
Performs CSG box brush operation that adds or removes geometry. |
A box-shaped primitive collider. |
A base class for actors that define 3D bounding box volume. |
Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.). |
PostFx used to render the UICanvas. Used when render mode is CameraSpace or WorldSpace. |
A capsule-shaped primitive collider. |
Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody. |
Native platform clipboard service. |
This attributes provides additional information on a member collection. |
A base class for all colliders. |
Represents a physics mesh that can be used with a MeshCollider. Physics mesh can be a generic triangle mesh or a convex mesh. |
Contains static methods to help in determining intersections, containment, etc. |
Loads and manages assets. |
Cube texture asset contains 6 images that is usually stored on a GPU as a cube map (one slice per each axis direction). |
An animation spline represented by a set of keyframes, each representing an endpoint of an curve. |
Overrides default editor provided for the target object/class/field/property. Allows to extend visuals and editing experience of the objects. |
Overrides the default editor provided for the target object/class/field/property. Allows to extend visuals and editing experience of the object. |
Physics joint that is the most customizable type of joint. This joint type can be used to create all other built-in joint types, and to design your own custom ones, but is less intuitive to use.Allows a specification of a linear constraint (for example for a slider), twist constraint (rotating around X) and swing constraint (rotating around Y and Z). It also allows you to constrain limits to only specific axes or completely lock specific axes. |
Class containing methods to ease debugging while developing a game. |
The debug shapes rendering service. Not available in final game. For use only in the editor. |
Actor that draws the can be used to draw a custom decals on top of the other objects. |
Specifies default editor provided for the target object/class/field/property. Should be used along with CustomEditorAttribute. |
Directional light emits light from direction in space. |
Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies. |
Allows to change item display name or a group in the editor. |
Allows to declare order of the item in the editor. |
The empty actor that is useful to create hierarchy and/or hold scripts. See Script. |
The main engine class. |
Allows to change enum type field or property display mode in the editor. |
Environment Probe can capture space around the objects to provide reflections. |
Makes a script execute in edit mode. |
Marks the item to be visible in editor by expanding all the container groups in the upper hierarchy. |
Used to create fogging effects such as clouds but with a density that is related to the height of the fog. |
Platform implementation of filesystem service. |
Physics joint that maintains a fixed distance and orientation between its two attached bodies. |
Flax exception object. |
Represents a foliage actor that contains a set of instanced meshes. |
Foliage mesh instances type descriptor. Defines the shared properties of the spawned mesh instances. |
Represents font object that can be using during text rendering (it uses Font Asset but with pre-cached data for chosen font properties). |
Font asset contains glyph collection and cached data used to render text. |
Texture resource that contains an atlas of cached font glyphs. |
Represents a single hardware gamepad device. Used by the Input to report raw gamepad input events. |
The global gameplay variables container asset that can be accessed across whole project. |
Base class for all plugins used at runtime in game. |
Global engine variables container. |
Interface for GPU device adapter. |
All-in-one GPU buffer class. This class is able to create index buffers, vertex buffers, structured buffer and argument buffers. |
Defines a view for the GPUBuffer. Used to bind buffer to the shaders (for input as shader resource or for input/output as unordered access). |
Interface for GPU device context that can record and send graphics commands to the GPU in a sequence. |
Graphics device object for rendering on GPU. |
Describes full graphics pipeline state within single object. |
The base class for all GPU resources. |
Interface for GPU resources views. Shared base class for texture and buffer views. |
The GPU resource with shader programs that can run on the GPU and are able to perform rendering calculation using textures, vertices and other resources. |
The GPU texture resource object. This class is able to create 2D/3D textures, volume textures and render targets. |
Defines a view for the GPUTexture surface, full resource or any of the sub-parts. Can be used to define a single subresource of the texture, volume texture or texture array. Used to render to the texture and/or use textures in the shaders. |
Graphics device manager that creates, manages and releases graphics device and related objects. |
Represents a parameter in the Graph. |
Inserts a header control with a custom text into the editor layout. |
Makes a variable not show up in the editor. |
Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge). |
Contains IES profile texture used by the lights to simulate real life bulb light emission. |
The user input handling service. |
Virtual input axis binding. Helps with listening for a selected axis input. |
Base class for all input device objects. |
Virtual input action binding. Helps with listening for a selected input event. |
A base class for all Joint types. Joints constrain how two rigidbodies move relative to one another (for example a door hinge). One of the bodies in the joint must always be movable (non-kinematic). |
Generic type of Json-format asset. It provides the managed representation of this resource data so it can be accessed via C# API. |
Base class for all Json-format assets. |
Represents a single hardware keyboard device. Used by the Input to report raw keyboard input events. |
The scene manager that contains the loaded scenes collection and spawns/deleted actors. |
Base class for all light types. |
Base class for all light types that can cast dynamic or static shadow. Contains more shared properties for point/spot/directional lights. |
Used to make a float or int variable in a script be restricted to a specific range. |
An animation spline represented by a set of keyframes, each representing an endpoint of a linear curve. |
Initializes a new instance of the Logger. |
The main game rendering task used by the engine. |
Material asset that contains shader for rendering models on the GPU. |
Base class for Material and MaterialInstance. |
Material function graph asset that contains reusable part of the material graph. |
Instance of the Material with custom set of material parameter values. |
Material variable object. Allows to modify material parameter value at runtime. |
The material slot descriptor that specifies how to render geometry using it. |
A collection of common math functions. |
Represents part of the model that is made of vertices and can be rendered using custom material and transformation. |
A collider represented by an arbitrary mesh. |
Message dialogs utility (native platform). |
Model asset that contains model object made of meshes which can rendered on the GPU. |
Base class for asset types that can contain a model resource. |
Base class for actor types that use ModelInstanceEntries for mesh rendering. |
Represents single Level Of Detail for the model. Contains a collection of the meshes. |
Represents a single hardware mouse device. Used by the Input to report raw mouse input events. |
Instructs UI editor to use multiline textbox for editing System.String property or field. |
The navigation service used for path finding and agents navigation system. |
The off-mesh link objects used to define a custom point-to-point edge within the navigation graph. An off-mesh connection is a user defined traversable connection made up to two vertices, at least one of which resides within a navigation mesh polygon allowing movement outside the navigation mesh. |
A special type of volume that defines the areas of the scene in which navigation meshes are generated. |
Indicates that a member of a class cannot be animated by the scene animations system. This class cannot be inherited. |
Indicates that a field or a property of a serializable class should not be serialized. This class cannot be inherited. |
Base class for all objects Flax can reference. Every object has unique identifier. |
The particle system instance that plays the particles simulation in the game. |
Particle system parameter. |
Binary asset that contains a particle emitter definition graph for running particles simulation on CPU and GPU. |
Particle function graph asset that contains reusable part of the particle emitter graph. |
Particle system contains a composition of particle emitters and playback information. |
Physical materials are used to define the response of a physical object when interacting dynamically with the world. |
Physics simulation system. |
A base class for all physical actors. |
A base class for all physical collider actors. |
Extensions to PixelFormat. |
Runtime platform service. |
Base class for game engine editor plugins. |
Game and Editor plugins management service. |
Point light emits light from point in all directions. |
A special type of volume that blends custom set of post process settings into the rendering. |
Custom postFx which can modify final image by processing it with material based filters. The base class for all post process effects used by the graphics pipeline. Allows to extend frame rendering logic and apply custom effects such as outline, night vision, contrast etc. |
Json asset that stores the collection of scene objects including actors and scripts. In general it can serve as any grouping of scene objects (for example a level) or be used as a form of a template instantiated and reused throughout the scene. |
The prefab manager handles the prefabs creation, synchronization and serialization. |
Provides C# scripts profiling methods. |
Provides CPU performance measuring methods. |
Provides GPU performance measuring methods. |
Profiler tools for development. Allows to gather profiling data and events from the engine. |
Used to make a float or int variable in a script be restricted to a specific range. When used, the float or int will be shown as a slider in the editor instead of default number field. |
Raw bytes container asset. |
Makes a variable show up in the editor as read-only (editing is disabled). |
Rendering 2D shapes and text using Graphics Device. |
The scene rendering buffers container. |
High-level rendering service. |
Rendering cache container object for the draw calls collecting, sorting and executing. |
Utility for pooling render target resources with reusing and sharing resources during rendering. |
Allows to perform custom rendering using graphics pipeline. |
Set of utilities for rendering. |
Physics simulation driven object. |
The scene root object that contains a hierarchy of actors. |
Scene animation timeline for animating objects and playing cut-scenes. |
The scene animation playback actor. |
The scene asset. |
Base class for objects that are parts of the scene (actors and scripts). |
Render task which draws scene actors into the output buffer. |
Helper class to access display information. |
The utility class for capturing game screenshots. |
Base class for all scripts. |
C# scripting service. |
Indicates that a field or a property of a serializable class should be be serialized. This class cannot be inherited. |
The shader asset. Contains a program that runs on the GPU and is able to perform rendering calculation using textures, vertices and other resources. |
Makes a variable show up in the editor. |
The skinned model skeleton bones boolean masking data. |
Represents part of the skinned model that is made of vertices and can be rendered using custom material, transformation and skeleton bones hierarchy. |
Skinned model asset that contains model object made of meshes that can be rendered on the GPU using skeleton bones skinning. |
Represents single Level Of Detail for the skinned model. Contains a collection of the meshes. |
Sky actor renders atmosphere around the scene with fog and sky. |
Skybox actor renders sky using custom cube texture or material. |
Sky light captures the distant parts of the scene and applies it as a light. Allows to add ambient light. |
Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis. |
Inserts an empty space between controls in the editor. |
A sphere-shaped primitive collider. |
A spherical harmonics representation of a cubemap. |
A representation of a sphere of values via Spherical Harmonics (SH). |
Physics joint that removes all translational degrees of freedom but allows all rotational degrees of freedom. Essentially this ensures that the anchor points of the two bodies are always coincident. Bodies are allowed to rotate around the anchor points, and their rotation can be limited by an elliptical cone. |
Spot light emits light from the point in a given direction. |
Sprite atlas asset that contains collection of sprites combined into a single texture. |
Renders model on the screen. |
String utilities class. |
Represents a single terrain object. |
Text rendering object. |
Texture asset contains an image that is usually stored on a GPU and is used during rendering graphics. |
Base class for Texture, SpriteAtlas, IESProfile and other assets that can contain texture data. |
Game ticking and timing system. |
Specifies a tooltip for a property/field in the editor. |
Specifies a options for an type reference picker in the editor. Allows to customize view or provide custom value assign policy (eg/ restrict types to inherit from a given type). |
Root of the UI structure. Renders GUI and handles input events forwarding. |
Contains a single GUI control (on C# side). |
Marks the types and members defined in unmanaged code (native C++). |
Class with helper functions. |
Shows property/field in the editor only if the specified member has a given value. Can be used to hide properties based on other properties (also private properties). The given member has to be bool type. |
Visject graph parameter. |
The Visual Script asset. Contains a graph with functions and parameters for visual scripting. |
Native platform window object. |
Structs
Maps keyboard, controller, or mouse inputs to a "friendly name" that will later be bound to continuous game behavior, such as movement. The inputs mapped in AxisMappings are continuously polled, even if they are just reporting that their input value. |
Contains settings for Ambient Occlusion effect rendering. |
Contains basic information about the animation asset contents. |
AnimationGraph.CustomNode.Context The node evaluation context structure. |
AnimationGraph.CustomNode.Impulse The animation graph 'impulse' connections data container (the actual transfer is done via pointer as it gives better performance). Container for skeleton nodes transformation hierarchy and any other required data. Unified layout for both local and world transformation spaces. |
AnimationGraph.CustomNode.InitData The initial node data container structure. |
Contains settings for Anti Aliasing effect rendering. |
Contains short information about an asset. |
Meta-data describing a chunk of audio. |
Maps keyboard, controller, or mouse inputs to a "friendly name" that will later be bound to continuous game behavior, such as movement. The inputs mapped in AxisMappings are continuously polled, even if they are just reporting that their input value. |
A single keyframe that can be injected into Bezier curve. |
Render target blending mode descriptor. |
Contains settings for Bloom effect rendering. |
Represents an axis-aligned bounding box in three dimensional space. |
Defines a frustum which can be used in frustum culling, zoom to Extents (zoom to fit) operations, (matrix, frustum, camera) interchange, and many kind of intersection testing. |
Represents a bounding sphere in three dimensional space. |
Represents a part of the CSG brush actor. Contains information about single surface. |
Contains settings for Camera Artifacts effect rendering. |
Contains a collision information passed to the OnCollisionEnter/OnCollisionExit events. |
The collision data asset cooking options. |
Representation of the RGBA color. |
Representation of RGBA colors in 32 bit format. |
Contains settings for Color Grading effect rendering. |
Represents a color in the form of Hue, Saturation, Value, Alpha. |
Contains a contact point data for the collision location. |
Contains information about CPU (Central Processing Unit). |
Settings for new window. |
Specifies parameters for a drive that will attempt to move the joint bodies to the specified drive position and velocity. |
Contains settings for Depth Of Field effect rendering. |
Contains settings for Eye Adaptation effect rendering. |
Packed vector, layout: R:10 bytes, G:10 bytes, B:10 bytes, A:2 bytes, all values are stored as floats in range [0;1] |
Packed vector, layout: R:11 bytes, G:11 bytes, B:10 bytes. The 3D vector is packed into 32 bits as follows: a 5-bit biased exponent and 6-bit mantissa for x component, a 5-bit biased exponent and 6-bit mantissa for y component, a 5-bit biased exponent and a 5-bit mantissa for z. The z component is stored in the most significant bits and the x component in the least significant bits. No sign bits so all partial-precision numbers are positive. (Z10Y11X11): [32] ZZZZZzzz zzzYYYYY yyyyyyXX XXXxxxxx [0] |
Foliage instanced mesh instance. Packed data with very little of logic. Managed by the foliage chunks and foliage actor itself. |
The cached font character entry (read for rendering and further processing). |
The font line info generated during text processing. |
The font asset options. |
Font reference that defines the font asset and font size to use. |
The features exposed for a particular format. |
General identifiers for potential force feedback channels. These will be mapped according to the platform specific implementation. |
A common description for all GPU buffers. |
Describes a video output display mode. |
The GPU dispatch indirect command arguments data. |
The GPU draw indexed indirect command arguments data. |
The GPU draw indirect command arguments data. |
Graphics Device limits and constraints descriptor. |
Pipeline state description |
A common description for all GPU textures. |
A half precision (16 bit) floating point value. |
Defines a two component vector, using half precision floating point coordinates. |
Defines a three component vector, using half precision floating point coordinates. |
Defines a four component vector, using half precision floating point coordinates. |
Properties of a drive that drives the joint's angular velocity towards a particular value. |
Represents a two dimensional mathematical vector (signed integers). |
Represents a three dimensional mathematical vector (signed integers). |
Represents a four dimensional mathematical vector (signed integers). |
Contains settings for Lens Flares effect rendering. |
Describes lightmap generation options |
Represents a joint limit between two angles. |
Represents a joint limit that constraints movement to within an elliptical cone. |
Represents a joint limit between zero a single distance value. |
Represents a joint limit between two distance values. Lower value must be less than the upper value. |
A single keyframe that can be injected into linear curve. |
Structure with basic information about the material surface. It describes how material is reacting on light and which graphical features of it requires to render. |
Represents a 4x4 mathematical matrix. |
Represents a 2x2 Matrix (contains only scale and rotation in 2D). |
Represents a 3x3 Matrix ( contains only Scale and Rotation ). |
Contains information about current memory usage and capacity. |
The raw Vertex Buffer structure format. |
The Vertex Buffer 0 structure format. |
The Vertex Buffer 1 structure format. |
The Vertex Buffer 2 structure format. |
The model instance entry that describes how to draw it. |
Contains settings for Motion Blur effect rendering. |
The result information for navigation mesh queries. |
OrientedBoundingBox (OBB) is a rectangular block, much like an AABB (BoundingBox) but with an arbitrary orientation. |
ParticleEffect.ParameterOverride The particle parameter override data. |
Represents a plane in three dimensional space. |
The engine plugin description container. |
Contains settings for custom PostFx materials rendering. |
Contains settings for rendering advanced visual effects and post effects. |
Contains information about current memory usage by the process. |
Represents single CPU profiling event data. |
Represents single CPU profiling event data. |
Engine profiling data header. Contains main info and stats. |
The GPU memory stats. |
The CPU thread stats. |
Represents a four dimensional mathematical quaternion. Euler angles are stored in: pitch, yaw, roll order (x, y, z). |
Represents a three dimensional line based on a point in space and a direction. |
Raycast hit result data. |
Describes rectangle in 2D space defines by location of its upper-left corner and the size. |
The high-level renderer context. Used to collect the draw calls for the scene rendering. Can be used to perform a custom rendering. |
Object that stores various render statistics. |
Rendering view description that defines how to render the objects (camera placement, rendering properties, etc.). |
Represents the reference to the scene asset. Stores the unique ID of the scene to reference. Can be used to load the selected scene. |
ScreenSpaceReflectionsSettings Contains settings for Screen Space Reflections effect rendering. |
Describes a single skeleton bone data. Used by the runtime. Skeleton bones are subset of the skeleton nodes collection that are actually used by the skinned model meshes. |
Describes a single skeleton node data. Used by the runtime. |
The raw Vertex Buffer structure format. |
The Vertex Buffer 0 structure format. |
Controls spring parameters for a physics joint limits. If a limit is soft (body bounces back due to restitution when the limit is reached) the spring will pull the body back towards the limit using the specified parameters. |
Contains information about single atlas slot with sprite texture. |
Handle to sprite atlas slot with a single sprite texture. |
Structure which describes text layout properties. |
The text range. |
The texture data initialization container. |
The mip data container. |
Contains settings for Tone Mapping effect rendering. |
Describes transformation in a 3D space. |
Represents a two dimensional mathematical vector. |
Represents a three dimensional mathematical vector. |
Represents a four dimensional mathematical vector. |
Defines the viewport dimensions using float coordinates for (X,Y,Width,Height). |
Visual Script metadata container. |
Interfaces
CurveBase<T>.IKeyframeAccess<U> The keyframes data access interface. |
Draw method within this interface is used for Render2D.CallDrawing single DrawCall
|
Logger interface. |
Logs handler. |
Interface for scene objects that unifies various properties used across actors and scripts. |
Interface for objects that can be transformed. |
Enums
Defines actors to draw sources. |
Alpha blending modes. |
AmbientOcclusionSettingsOverride The AmbientOcclusionSettings structure members override flags. |
AnimatedModel.AnimationUpdateMode Describes the animation graph updates frequency for the animated model. |
Anti-aliasing modes. |
The structure members override flags. |
The platform architecture types. |
Audio data storage format used by the runtime. |
Valid states in which AudioSource can be in. |
Blending mode. |
Render target write mask |
Blending operation. |
The structure members override flags. |
Depth of field bokeh shape types. |
CSG brush mode |
Game build configuration modes. |
Game building options. Used as flags. |
Game build target platform. |
CameraArtifactsSettingsOverride The structure members override flags. |
The canvas rendering modes. |
The channel mask modes. |
CharacterController.CollisionFlags Specifies which sides a character is colliding with. |
CharacterController.NonWalkableModes Specifies how a character controller interacts with non-walkable parts. |
Window closing reasons. |
A CollisionData storage data type. |
The structure members override flags. |
Comparison function modes |
Describes how one bounding volume contains another. |
Set of flags used to generate model convex mesh. Allows to customize process. |
Primitives culling mode. |
Hardware mouse cursor behaviour. |
Types of default cursors. |
Specifies axes that the D6 joint can constrain motion on. |
Type of drives that can be used for moving or rotating bodies attached to the joint. |
Specifies type of constraint placed on a specific axis. |
The structure members override flags. |
Specifies identifiers to indicate the return value of a dialog box. |
Controls distance joint options. |
Data drag and drop effects. |
The draw calls list types. |
The objects drawing pass types. Used as a flags for objects drawing masking. |
EnumDisplayAttribute.FormatMode Enumeration items names formatting modes. |
Eye adaptation effect rendering modes. |
The structure members override flags. |
Graphics feature levels indicates what level of support can be relied upon. They are named after the graphics API to indicate the minimum level of the features set to support. Feature levels are ordered from the lowest to the most high-end so feature level enum can be used to switch between feature levels (e.g. don't use geometry shader if not supported). |
The foliage instances scaling modes. |
The font flags used when rendering characters. |
The font hinting used when rendering characters. |
Force mode type determines the exact operation that is carried out when applying the force on a rigidbody. |
Which resources are supported for a given format and given device. |
Axis for gamepad. |
Buttons for gamepad. |
Specifies the display mode of a game window. |
The GPU buffer usage flags. |
Describes how a mapped GPU resource will be accessed. |
Identifies expected GPU resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU. |
GPU texture usage flags. |
Object hide state description flags. Control object appearance. |
Flags that control hinge joint options. |
The input action event trigger modes. |
The input axes types. |
The input gamepad index. |
Enumeration for key codes. |
The structure members override flags. |
Lightmap atlas sizes (in pixels). |
The log message types. |
Material blending modes. |
Decal material blending modes. |
Material domain type. Material domain defines the target usage of the material shader. |
Material features flags. |
Material parameters types. |
Post Fx material rendering locations. |
Material input scene textures. Special inputs from the graphics pipeline. |
Material shading modes. Defines how material inputs and properties are combined to result the final surface color. |
Material features usage flags. Detected by the material generator to help graphics pipeline optimize rendering of material shaders. |
Specifies constants defining which buttons to display on a Message Box. |
Specifies constants defining which information to display. |
The structure members override flags. |
Mouse buttons types. |
Multisample count level. |
Network connection types for device. |
ParticleEffect.SimulationUpdateMode The particles simulation update modes. |
The model particle rendering facing modes. |
The particles sorting modes. |
The sprite rendering facing modes. |
The particles simulation execution mode. |
The particles simulation space modes. |
Enumeration that determines the way in which two material properties will be combined to yield a friction or restitution coefficient for a collision. |
Enumeration with all pixel formats used by the graphics pipeline. |
Describes the result of an intersection with a plane in three dimensions. |
The platform the game is running. |
The Post Process effect rendering location within the rendering pipeline. |
Primitives types. |
Rendering quality levels. |
The rendering features and options flags. |
Graphics rendering backend system types. |
The effect pass resolution. |
Dynamic rigidbodies movement and rotation locking flags. Provide a mechanism to lock motion along/around a specific axis or set of axes to constrain object motion. |
SceneAnimationPlayer.UpdateModes Describes the scene animation updates frequency. |
The device screen orientation types (eg. portrait, landscape, etc.). |
ScreenSpaceReflectionsSettingsOverride The structure members override flags. |
Shader profile types define the version and type of the shading language used by the graphics backend. |
Shadows casting modes by visual elements. |
Sky light source mode. |
Flags that control slider joint options. |
Flags that control spherical joint options. |
Static flags for the actor object. |
Describes the different tessellation methods supported by the graphics system. |
Specifies the alignment of the text along horizontal or vertical direction in the layout box. |
Defines the dimension of a texture object. |
Specifies text wrapping to be used in a particular multiline paragraph. |
Tone mapping effect rendering modes. |
The structure members override flags. |
Frame rendering flags used to switch between graphics features. |
Describes frame rendering modes. |
Visual Script flag types. |
Window hit test codes. Note: they are 1:1 mapping for Win32 values. |
Specifies the initial position of a window. |
Delegates
Info message delegate. |
Info exception delegate. |
Plugin related event delegate type. |
PluginManager.CanLoadPluginDelegate Determines whether can load the specified plugin. |
Plugin related event delegate type. |
Delegate schema for callback used to evaluate the world-space ray from the screen-space position (eg. project mouse position). |
UICanvas.TestCanvasIntersectionDelegate Delegate schema for the callback used to perform custom canvas intersection test. Can be used to implement a canvas tha has a holes or non-rectangular shape. |
Perform input character action. |
Window closing delegate. |
Perform window hit test delegate. |
Perform keyboard action. |
Perform mouse buttons action. |
Perform mouse move action. |
Perform mouse wheel action. |
Perform touch action. |