MeshLib
 
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MR::BasicUiRenderTask Struct Referenceabstract

IRenderObject::renderUi() can emit zero or more or more of those tasks. They are sorted by depth every frame. More...

#include <MRIRenderObject.h>

+ Inheritance diagram for MR::BasicUiRenderTask:

Classes

struct  BackwardPassParams
 

Public Types

enum class  InteractionMask { mouseHover = 1 << 0 , mouseScroll = 1 << 1 }
 

Public Member Functions

virtual ~BasicUiRenderTask ()=default
 
 BasicUiRenderTask ()=default
 
 BasicUiRenderTask (const BasicUiRenderTask &)=default
 
 BasicUiRenderTask (BasicUiRenderTask &&)=default
 
BasicUiRenderTaskoperator= (const BasicUiRenderTask &)=default
 
BasicUiRenderTaskoperator= (BasicUiRenderTask &&)=default
 
virtual void earlyBackwardPass (const BackwardPassParams &params)
 
virtual void renderPass ()=0
 This is the main rendering pass.
 

Public Attributes

float renderTaskDepth = 0
 The tasks are sorted by this depth, descending (larger depth = further away).
 

Detailed Description

IRenderObject::renderUi() can emit zero or more or more of those tasks. They are sorted by depth every frame.

Member Enumeration Documentation

◆ InteractionMask

Enumerator
mouseHover 
mouseScroll 

Constructor & Destructor Documentation

◆ ~BasicUiRenderTask()

virtual MR::BasicUiRenderTask::~BasicUiRenderTask ( )
virtualdefault

◆ BasicUiRenderTask() [1/3]

MR::BasicUiRenderTask::BasicUiRenderTask ( )
default

◆ BasicUiRenderTask() [2/3]

MR::BasicUiRenderTask::BasicUiRenderTask ( const BasicUiRenderTask & )
default

◆ BasicUiRenderTask() [3/3]

MR::BasicUiRenderTask::BasicUiRenderTask ( BasicUiRenderTask && )
default

Member Function Documentation

◆ earlyBackwardPass()

virtual void MR::BasicUiRenderTask::earlyBackwardPass ( const BackwardPassParams & params)
inlinevirtual

This is an optional early pass, where you can claim exclusive control over the mouse. This pass is executed in reverse draw order.

Reimplemented in MR::UI::NonOverlappingLabelTask.

◆ operator=() [1/2]

BasicUiRenderTask & MR::BasicUiRenderTask::operator= ( BasicUiRenderTask && )
default

◆ operator=() [2/2]

BasicUiRenderTask & MR::BasicUiRenderTask::operator= ( const BasicUiRenderTask & )
default

◆ renderPass()

virtual void MR::BasicUiRenderTask::renderPass ( )
pure virtual

Member Data Documentation

◆ renderTaskDepth

float MR::BasicUiRenderTask::renderTaskDepth = 0

The tasks are sorted by this depth, descending (larger depth = further away).


The documentation for this struct was generated from the following file: