| 1.69Renderer .590 |
| 1.69.1 Renderer.Camera2dGetPosition .590 |
| 1.69.2 Renderer.Camera2dGetRotation.591 |
| 1.69.3 Renderer.Camera2dGetScale .591 |
| 1.69.4 Renderer.Camera2dSetPosition .592 |
| 1.69.5 Renderer.Camera2dSetRotation .592 |
| 1.69.6 Renderer.Camera2dSetScale .593 |
| 1.69.7 Renderer.Create .593 |
| 1.69.8 Renderer.DrawCircle2d .594 |
| 1.69.9 Renderer.DrawLine2d .595 |
| 1.69.10 Renderer.DrawLineList2d .595 |
| 1.69.11 Renderer.DrawQuad2d .596 |
| 1.69.12 Renderer.DrawQuads2d .596 |
| 1.69.13 Renderer.DrawRect2d .597 |
| 1.69.14 Renderer.DrawSprite .598 |
| 1.69.15 Renderer.DrawSprites .599 |
| 1.69.16 Renderer.DrawText2d .599 |
| 1.69.17 Renderer.DrawTriList2d .600 |
| 1.69.18 Renderer.GetOverlay .601 |
| 1.69.19 Renderer.GetPosition .601 |
| 1.69.20 Renderer.GetScale .602 |
| 1.69.21 Renderer.GetSize .602 |
| 1.69.22 Renderer.GetTextSize .603 |
| 1.69.23 Renderer.SetBlendMode2d .603 |
| 1.69.24 Renderer.SetFont .604 |
| 1.69.25 Renderer.SetFontHorzAlignment .605 |
| 1.69.26 Renderer.SetFontScale .605 |
| 1.69.27 Renderer.SetFontVertAlignment .606 |
| 1.69.28 Renderer.SetOverlay .606 |
| 1.69.29 Renderer.SetPosition .607 |
| 1.69.30 Renderer.SetScale .608 |
| 1.69.31 Renderer.SetSize .608 |
| 1.69.32 Renderer.SetTarget .609 |
|
|
| Renderer |
| Renderer.Camera2dGetPosition |
| Brief |
| Returns the current overlay's camera position as a Vector4. |
| Definition |
| Vector4 Renderer.Camera2dGetPosition( Renderer renderer ) |
| Renderer.Camera2dGetPosition( Renderer renderer, Vector4 outPos ) |
| Arguments |
| renderer - The renderer to query.outPos - (out) The vector to receive the position. |
| Return Values |
| The current camera's position. |
| Description |
| Returns the current overlay's camera position as a Vector4. Only the X and Y components of the returned vector will be valid. |
| Examples |
| ! overlayld = Renderer.GetOverlay( renderer ) |
| ! pos = Renderer.Camera2dGetPosition( renderer ) |
| ; print( "Camera for overlay " .. overlayld .. " has position " .. pos ) |
| See Also |
| • Renderer.Camera2dSetPosition |
| Renderer.Camera2dGetRotation |
| Brief |
| Returns the current overlay's camera rotation. |
| Definition |
| number Renderer.Camera2dGetRotation( Renderer renderer ) |
| Arguments |
| renderer - The renderer to query. |
| Return Values |
| The camera's rotation in degrees. |
| Description |
| Returns the current overlay's camera rotation in degrees. |
| Examples |
| ! overlayld = Renderer.GetOverlay( renderer ) |
| ; rot = Renderer.Camera2dGetRotation( renderer ) |
| ; print( "Camera for overlay " .. overlayld .. " has rotation " .. rot ) |
| See Also |
| • Renderer.Camera2dSetRotation |
| Renderer. Camera2dGetScale |
| Brief |
| Returns the current overlay's camera scale. |
| Definition |
| Vector4 Renderer.Camera2dGetScale( Renderer renderer ) |
| Renderer.Camera2dGetScale( Renderer renderer, Vector4 outScale ) |
| Arguments |
| renderer - The renderer to query.outScale - (out) The vector to receive the scale. |
| Return Values |
| The camera's scale in the X and Y components of the returned vector. |
| Description |
| Returns the current overlay's camera scale. The Z and W components of the returned Vector4 set to 0. |
| Examples |
| overlayld = Renderer.GetOverlay( renderer ) |
| s = Renderer.Camera2dGetScale( renderer ) |
| print( "Camera for overlay " .. overlayld .. " has scale X=" .. s:X() .. " Y=" .. s:Y() ) |
| See Also |
| • Renderer. Camera2dSetScale |
| Renderer. Camera2dSetPosition |
| Brief |
| Set the current overlay's camera position. |
| Definition |
| Renderer.Camera2dSetPosition( Renderer renderer, Vector4 position ) |
| Arguments |
| renderer - The renderer to update.position - The new position for the camera. |
| Return Values |
| None. |
| Description |
| Set the current overlay's camera position to the specified vector. The Z and W components of the specified position are ignored. |
| Examples |
| ! Renderer.Camera2dSetPosition( renderer, Vector4.Create( -512, -360 ) ) |
| See Also |
| • Vector4.Create |
| Renderer. Camera2dSetRotation |
| Brief |
| Set the current overlay's camera rotation. |
| Definition |
| Renderer.Camera2dSetRotation( Renderer renderer, number rotation ) |
| Arguments |
| renderer - The renderer to update.rotation - The rotation in degrees. |
| Return Values |
| None. |
| Description |
| Set the current overlay's camera rotation in degrees. |
| Examples |
| Renderer.Camera2dSetRotation( renderer, 180.0 ) |
| See Also |
| None |
| Renderer.Camera2dSetScale |
| Brief |
| Set the current overlay’s camera scale. |
| Definition |
| Renderer.Camera2dSetScale( Renderer renderer, Vector4 scale ) |
| Renderer.Camera2dSetScale( Renderer renderer, number x, number y ) |
| Arguments |
| renderer - The renderer to update.scale - The 2D scale values as the X and Y components of the vector. The Z and W components are ignored.x |
| - X scale value.y - Y scale value. |
| Return Values |
| None. |
| Description |
| Set the current overlay's camera scale. The scale values are set into a 2D "view" matrix, and thus the scaling of the result will be the reciprocal of |
| the values. For example, setting scale to (0.5, 0.5) will double the size of the output, (2.0, 2.0) will halve it. Setting a scale of 0 will make the |
| overlay invisible. Note that currently text will not be scaled (nor rotated). |
| Examples |
| Renderer.Camera2dSetScale( renderer, 0.5, 2.0 ) |
| Renderer.Camera2dSetScale( renderer, Vector4.Create( 0.5, 2.0 ) ) |
| See Also |
| • Renderer.Camera2dGetScale |
| Renderer.Create |
| Brief |
| Creates a new Renderer object. |
| Definition |
| Renderer Renderer.Create( Vector4 pos=[0, 0, 0, 0], Vector4 size=[1280, 720, 0, 0], Vector4 scale=[l, |
| 1, 1, 1], type = 'normal' ) |
| Arguments |
| pos - The position of the renderer relative to where its attached to.size - The size of the renderer relative to where its attached to.scale - The scale |
| of the renderer relative to where its attached to.type - The type of the renderer. Can be one of the following: |
| "normal" - Automatically hidden when using the Menu Screen or in the Navigator etc. |
| "global" - Shows always, only hidden when wardrobe is active. |
| "scene" - Automatically hidden when using the wardrobe or in the Navigator but not hidden when it renders in the scene. |
| Return Values |
| A new Renderer instance. |
| Description |
| Creates a new Renderer object, if the renderer does not have a target set, it will default to being full screen with a size of 1280x720. If it is |
| targeted at a screen, then the position is relative to that screen. Each renderer consists of 16 overlays and each overlay has its own camera. A |
| use case for overlays can be having the HUD on one overlay, the game on another and the background sprites on a third. |
| Examples |
| renderer = Renderer.Create() |
| See Also |
| • Renderer.SetTarget |
| Renderer.DrawCircle2d |
| Brief |
| Draws a 2-dimensional circle. |
| Definition |
| Renderer.DrawCircle2d( Renderer renderer, Vector4 center, number radius, number segmentCount = 16, |
| Vector4 rgba = [1,1,1,1] ) |
| Renderer.DrawCircle2d( Renderer renderer, number x, number y, number radius, number segmentCount = 16, |
| Vector4 rgba = [1,1,1,1] ) |
| Arguments |
| renderer - Target renderer for the draw call.center - The center of the circle.x - The x position of the circle's center.y - The y position of the circle's |
| center.radius - The radius of the circle.segmentCount - The number of segments to use to make the circle.rgba - RGBA values determine the |
| color of the circle. |
| Return Values |
| None. |
| Description |
| Draws a 2-dimensional circle. The color defaults to white. |
| Examples |
| — Render a blue circle |
| Renderer.DrawCircle2d( renderer, Vector4.Create( 0, 0 ), 60, 10, Vector4.Create( 0, 0, 1, 1 ) ); |
| See Also |
| None |
| Renderer.DrawLine2d |
| Brief |
| Draws a 2-dimensional line. |
| Definition |
| Renderer.DrawLine2d( Renderer renderer, Vector4 posl, Vector4 pos2, Vector4 rgba = [1,1,1,1] ) |
| Renderer.DrawLine2d( Renderer renderer, number xl, number yl, number x2, number y2, Vector4 rgba = |
| [ 1 , 1 , 1 , 1 ] ) |
| Arguments |
| renderer - Target renderer for the draw call.posl - The first point in the line. The Z and W components of the vector will be ignored.pos2 - The |
| second point in the line. The Z and W components of the vector will be ignored.xl - The first point's X coordinate.yl - The first point’s Y |
| coordinated - The second point's X coordinate.y2 - The second point's Y coordinate.rgba - RGBA values determine the color of the line. |
| Return Values |
| None. |
| Description |
| Draws a 2-dimensional line. The color defaults to white. |
| Examples |
| ! — Render a blue line |
| | Renderer.DrawLine2d( renderer, Vector4.Create( 0, 0 ), Vector4.Create( 100, 200 ), Vector4.Create( 0, |
| j 0, 1, 1 ) ) |
| See Also |
| • Renderer. DrawText2d |
| Renderer. DrawLineList2d |
| Brief |
| Draws a list of 2D lines. |
| Definition |
| Renderer.DrawLineList2d( Renderer renderer, Vector4[] lineList, Vector4 rgba = [ 1, 1, 1, 1 ] ) |
| Arguments |
| renderer - Target renderer for the draw call.lineList - Table of vector pairs defining the 2D line segments.rgba - Color of the line list. Defaults to |
| white. |
| Return Values |
| None. |
| Description |
| Draws a list of 2D lines. |
| Examples |
| lineList = {} |
| lineList[l] = Vector4.Create( 10, 10 ) |
| lineList[2] = Vector4.Create( 20, 20 ) |
| Renderer.DrawLineList2d( Tenderer, lineList ) |
| See Also |
| • Vector4.Create |
| Renderer. DrawQuad2d |
| Brief |
| Draw a single quad with specified vertex details. |
| Definition |
| Renderer.DrawQuad2d(Renderer renderer, table points, table uvs, table colors, Texture texture = nil) |
| Arguments |
| renderer - Renderer to use.points - An array of 8 numbers, representing 4 XY pairs, the corner vertices of the rect.uvs - An array of 8 numbers, |
| representing 4 UV pairs, the texture cooordinates of the rect corners. Must be nil if no |
| texture is specified.colors - An array of 4 Vector4 values, representing the color for each vertex. If nil, white (1, 1, 1, 1) is assumed.texture - |
| Texture to use. If nil, no texture is applied and the UV coordinates must be nil. |
| Return Values |
| None. |
| Description |
| This function is a more flexible alternative to DrawRect2d. All 4 vertices of the quad are specified and the UV (texture) coordinates and colors can |
| be set. Only one texture can be applied to the quad. DrawRect2d will use less memory and be more performant, so prefer that unless you require |
| the additional options this function provides. |
| Examples |
| points = { -100, 100, 100, 100, 100, -100, -100, -100 } — 200x200 square centered on origin |
| uvs = { 0, 0, 1, 0, 1, 1, 0, 1 } |
| colors = { Vector4.Create(1, 0, 0, 1), Vector4.Create(1, 0, 0, 1), Vector4.Create(0, 0, 1, 1), |
| Vector4.Create(0, 0, 1, 1) } |
| renderer:DrawQuad2d(points, uvs, colors, texture) |
| See Also |
| • Renderer. DrawRect2d |
| Renderer.DrawQuads2d |
| Brief |
| Draws 2D quads using data contained within MemoryContainers. |
| Definition |
| Renderer.DrawQuads2d( Renderer Tenderer, number startVertex, number quadCount, Texture texture=nil, |
| Matrix44 matrix=nil, MemoryContainer positionData, MemoryContainer uvData=nil, MemoryContainer |
| colorData|Vector4 colorVec ) |
| Arguments |
| renderer - The renderer to use.quadCount - The number of quads to render.texture - The texture to use or nil if untextured.matrix - The world |
| matrix for the quads or nil if not required.positionData - A MemoryContainer containing positions for the quads. Each quad is made up of 4 |
| vertices and each vertex has an X and Y position which are of type Float32.startVertex - The first vertex index to start from. A startVertex of 0 is |
| the first vertex as MemoryContainer data starts at 0 as well. This applies to all MemoryContainers.uvData - A MemoryContainer containing the |
| texture UVs for the quads. Each quad is made up of 4 vertices and each vertex has a U and V value which are of type Float32.colorData - A |
| MemoryContainer containing the color for the quads. Each quad is made up of 4 vertices and each vertex has 4 color channels (Red, Gree, Blue, |
| Alpha) which are type Ulnt8 and range from 0 to 255.colorVec - A vector to use for all the quads instead of using colorData. |
| Return Values |
| None. |
| Description |
| This function lets you draw multiple textured or untextured quads at once using a maximum of one texture with the quad data stored in the |
| supplied memory containers. You can specify the offset of the memory containers and the number of quads you want to draw so you could use |
| the same set of memory containers and draw sections of the data with different matrices or textures. If a matrix is specified then all of the |
| positions are transformed with the matrix. Example usages are custom fonts, especially where there is a large body of static text that you wish to |
| render so one function can set up your memory containers once and then render it each frame with Renderer.DrawQuads2d. Another usage is to |
| have static background data such as a shoot-em up or platform game where the memory containers are set up once and then you only need to do |
| one call per frame to render it all. You can also update the memory containers dynamically for usages such as a 2d particle system or when you |
| are required to renderer hundreds of sprites. |
| Note: The memory container set functions can take arrays of values to minimize the API calls when setting up your memory containers. |
| Examples |
| Renderer.DrawQuads2d( g_renderer, 0, g_quadCount, g_fontTexture, g_worldMatrix, g_positions, g_uvs, |
| g_cols ) |
| See Also |
| • MemoryContainer.Create |
| Renderer.DrawRect2d |
| Brief |
| Draws a solid 2-dimensional rectangle. |
| Definition |
| Renderer.DrawRect2d( Renderer renderer, |
| [1,1,1,1], Texture texture = nil ) |
| Renderer.DrawRect2d( Renderer renderer, |
| rgba = [1,1,1,1], Texture texture = nil |
| Vector4 bottomLeftPos, Vector4 topRightPos, Vector4 rgba = |
| number left, number bottom, number right, number top, Vector4 |
| ) |
| Arguments |
| Tenderer - Target Tenderer for the draw call.bottomLeftPos - The bottom left position of the rectangle.topRightPos - The top right position of the |
| rectangle.left - The left coordinate of the rectangle.right - The right coordinate of the rectangle.bottom - The bottom coordinate of the rectangle.top |
| - The top coordinate of the rectangle.rgba - The color of the rectangle.texture - The texture to use. |
| Return Values |
| None. |
| Description |
| Draws a solid 2-dimensional rectangle. The color defaults to white and it is untextured unless a texture is specified. |
| Examples |
| — A red rectangle is produced in this example: |
| renderer = Renderer.Create () |
| Renderer.DrawRect2d( renderer, Vector4.Create( 0, 0 ), Vector4.Create( 100, 200 ), Vector4.Create( 1, |
| 0 , 0 , 1 ) ); |
| See Also |
| • Renderer.Create |
| Renderer.DrawSprite |
| Brief |
| Draws a sprite. |
| Definition |
| Renderer.DrawSprite( Renderer renderer. Sprite sprite ) |
| Arguments |
| renderer - Target renderer for the draw call.sprite - The sprite to draw. |
| Return Values |
| None. |
| Description |
| Draws a sprite. |
| Examples |
| renderer = Renderer.Create () |
| sprite = Sprite.Create () |
| Sprite.SetTexture( sprite. Texture.Find( "texture.dds" ) ) |
| Renderer.DrawSprite( renderer, sprite ) |
| See Also |
| • Renderer.Create |
| Sprite.Create |
| • Sprite.SetTexture |
| • Renderer.DrawSprites |
| Renderer.DrawSprites |
| Brief |
| Draws an array of sprites. |
| Definition |
| ! Renderer.DrawSprites( Renderer Tenderer, Sprite[] sprites, number startlndex = 1, number endlndex = |
| i #sprites ) |
| Arguments |
| renderer - Target renderer for the draw call.sprites - A table of sprites to draw.startlndex - The index in the table to start drawing from. Defaults to |
| 1 .endlndex - The index in the table to stop drawing to. Defaults to the length of the table. |
| Return Values |
| None. |
| Description |
| Draws one or more sprites. |
| Examples |
| renderer = Renderer.Create () |
| sprites = { Sprite.Create(), Sprite.Create(), Sprite.Create(), Sprite.Create() } |
| Sprite.SetTexture( sprites[1], Texture.Find( "texturel.dds" ) ) |
| Sprite.SetTexture( sprites [2], Texture.Find( "texture2.dds" ) ) |
| Sprite.SetTexture( sprites[3], Texture.Find( "texture3.dds" ) ) |
| Sprite.SetTexture( sprites[4], Texture.Find( "texture4.dds" ) ) |
| Renderer.DrawSprites( renderer, sprites ) — Draw all 4 sprites |
| Renderer.DrawSprites( renderer, sprites, 2, 4 ) — Draw 2nd, 3rd and 4th sprite. |
| See Also |
| • Renderer.Create |
| • Sprite.Create |
| • Sprite.SetTexture |
| • Renderer. DrawSprite |
| Re nde rer. D rawT ext2d |
| Brief |
| Draws text using the default font. |
| Definition |
| Renderer.DrawText2d( Renderer Tenderer, Vector4 position, string text, Vector4 rgba = [1,1,1,1], |
| number maxWidth = -1 ) |
| Renderer.DrawText2d( Renderer renderer, number x, number y, string text, Vector4 rgba = [1,1,1,1], |
| number maxWidth = -1 ) |
| Arguments |
| renderer - Target renderer for the draw call.position - The x,y position of the text. The Z and W components of the vector will be ignored.x - The x |
| position of the text.y - The y position of the text.text - The text to render.rgba - The color of the text.maxWidth - The maximum width in pixels the |
| text can be before it goes onto the next line. |
| Return Values |
| None. |
| Description |
| Draws text using the default font. The color defaults to white. |
| Examples |
| ! Renderer.DrawText2d( renderer, Vector4.Create( 5, 12 ), "hello" ) |
| See Also |
| • Vector4.Create |
| Renderer.DrawTriList2d |
| Brief |
| Renders a list of 2D triangles. |
| Definition |
| ! Renderer.DrawTriList2d( Renderer renderer, Vector4[] points, Vector4 color = [1,1,1,1] ) |
| Arguments |
| renderer - Target renderer for the draw call.points - The list of corner coordinates for the triangles. Must be multiple of 3.color - The color for the |
| triangles. Defaults to white. |
| Return Values |
| None. |
| Description |
| Renders a list of 2D triangles. The color for the triangles defaults to white. |
| Examples |
| vertList = {} |
| vertList[l] = Vector4.Create( 10, 10 ) |
| vertList[2] = Vector4.Create( 20, 20 ) |
| vertList[3] = Vector4.Create( 10, 20 ) |
| green = Vector4.Create( 0, 1, 0, 1 ) |
| Renderer.DrawTriList2d( renderer, vertList, green ) |
| See Also |
| • Vector4.Create |
| Renderer.GetOverlay |
| Brief |
| Returns the current overlay. |
| Definition |
| number Renderer.GetOverlay( Renderer Tenderer ) |
| Arguments |
| renderer - The renderer to query. |
| Return Values |
| The initial overlay is 0 and it can range from 0 to 15. |
| Description |
| Returns the current overlay. |
| Examples |
| ! — Save the current overlay |
| ; previousOverlay = Renderer.GetOverlay( renderer ) |
| j Renderer.SetOverlay( renderer, uiOverlay ) |
| | — Render UI |
| ! — Restore old overlay |
| 1 Renderer.SetOverlay( renderer, previousOverlay ) |
| See Also |
| • Renderer.SetOverlay |
| Renderer.GetPosition |
| Brief |
| Returns the current position of the renderer. |
| Definition |
| Vector4 Renderer.GetPosition( Renderer renderer ) |
| Renderer.GetPosition( Renderer renderer, Vector4 outPos ) |
| Arguments |
| renderer - The renderer to query.outPos - (out) The vector to receive the position. |
| Return Values |
| The current position of the Tenderer. |
| Description |
| Returns the current position of the Tenderer. |
| Examples |
| print( "The current position is " .. Renderer.GetPosition( renderer ) ) |
| See Also |
| None |
| Renderer.GetScale |
| Brief |
| Returns the current scale of the renderer. |
| Definition |
| Vector4 Renderer.GetScale( Renderer renderer ) |
| Renderer.GetScale( Renderer renderer, Vector4 outScale ) |
| Arguments |
| renderer - The renderer to query.outScale - (out) The vector to receive the scale. |
| Return Values |
| The current scale of the renderer. |
| Description |
| Returns the current scale of the renderer. |
| Examples |
| : print( "The current scale is " .. Renderer.GetScale( renderer ) ) |
| See Also |
| None |
| Renderer.GetSize |
| Brief |
| Returns the current size of the renderer. |
| Definition |
| Vector4 Renderer.GetSize( Renderer renderer ) |
| Renderer.GetSize( Renderer renderer, Vector4 outsize ) |
| Arguments |
| Tenderer - The Tenderer to query.outSize - (out) The vector to receive the size. |
| Return Values |
| The current size of the Tenderer. |
| Description |
| Returns the current size of the Tenderer. |
| Examples |
| ! print( "The current size is " .. Renderer.GetSize( renderer ) ) |
| See Also |
| None |
| Renderer.GetTextSize |
| Brief |
| Calculates the pixel width of the text using the current font. |
| Definition |
| Vector4 Renderer.GetTextSize( Renderer renderer, string text, number maxWidth = -1 ) |
| Arguments |
| renderer - The renderer to query.text - The text to measure.maxWidth - The text to measure. |
| Return Values |
| A vector containing the pixel width and height of the text. |
| Description |
| Calculates the pixel width of the text using the current font. The size includes the current font's scale. Only the X and Y components of the |
| returned vector are valid, where the X component corresponds to the specified text's width in pixels, and the Y component corresponds to its |
| height. The Z and W components are set to zero and can be ignored. If maxWidth is specified the size is calculated with a maximum width that |
| mirrors the DrawText2d maxWidth parameter. |
| Examples |
| size = Renderer.GetTextSize( renderer, "Hello World!" ) |
| print( "Text width is " .. Vector4.X( size ) ) |
| print( "Text height is " .. Vector4.Y( size ) ) |
| See Also |
| • Renderer. DrawText2d |
| Renderer.SetBlendMode2d |
| Brief |
| Sets the blend mode of the specified Tenderer's current overlay. |
| Definition |
| Renderer.SetBlendMode2d( Renderer Tenderer, number preset ) |
| Arguments |
| renderer - The renderer to set the blend function on.preset - Blend mode preset to access well known definitions. Can be one of the following: |
| BlendMode2d. Blend |
| BlendMode2d.Add |
| BlendMode2d. Multiply |
| BlendMode2d.Xor |
| Return Values |
| Description |
| This works on the current overlay. All overlays default to BlendMode2d.Blend every frame. You can Change the blend mode state between render |
| calls, for example changing the blend to additive, drawing several sprites, then changing the blend to multiply and drawing quads with |
| Renderer. DrawQuads2d. |
| Examples |
| Renderer.SetBlendMode2d( renderer, BlendMode2d.Blend ); —Revert to normal blend mode |
| Renderer.SetBlendMode2d( renderer, BlendMode2d.Add ); —Set to additive |
| See Also |
| • Material.SetBlendMode |
| Renderer.SetFont |
| Brief |
| Sets the current font for rendering. |
| Definition |
| Renderer.SetFont( Renderer renderer, string fontName ) |
| Renderer.SetFont( Renderer renderer, Font font ) |
| Arguments |
| renderer - The renderer to use.fontName - The name of the font to use. Values can be one of the following: |
| "13reg" - the default for Renderer |
| "13bold” |
| "18reg” |
| "18bold” |
| "26reg” |
| "26bold” |
| "60bold"font - A valid custom Font object. |
| Return Values |
| None. |
| Description |
| Sets the current font for rendering. The default is "13reg". |
| Examples |
| local text = 'big font' |
| Renderer.SetFont( renderer, "60bold" ) |
| local pos = Vector4.Create( 5 + Renderer.GetTextSize( text ) * 0.75, 12 ) |
| Renderer.DrawText2d( renderer, pos, text ) |
| font = Font.Create( myFontResource, 8 ) — or Font.Create( "MyFontResourceName", 8 ) |
| Renderer.SetFont ( renderer, font ) |
| Renderer.DrawText2d( renderer, textPos, "Check out my custom font!" ) |
| See Also |
| • Font.Create |
| Renderer.SetFontHorzAlignment |
| Brief |
| Sets the horizontal alignment of the font when rendering text. |
| Definition |
| Renderer.SetFontHorzAlignment( Renderer renderer, string alignment ) |
| Arguments |
| renderer - The renderer to update.alignment - The horizontal alignment of text to be renderered. Can be one of the following: |
| "left" |
| "center" |
| "right" |
| Return Values |
| None. |
| Description |
| Sets the horizontal alignment of the font when rendering text. When a renderer is created the default value is "left". |
| Examples |
| ! Renderer.SetFontHorzAlignment( renderer, "center" ) |
| See Also |
| • Renderer.SetFontVertAlignment |
| Renderer.SetFontScale |
| Brief |
| Sets the font scale. |
| Definition |
| Renderer.SetFontScale( Renderer renderer, number scaleX, number scaleY = scaleX ) |
| Arguments |
| Tenderer - The renderer to update.scaleX - The horizontal scale in the x-axis.scaleY - The vertical scale in the y-axis. |
| Return Values |
| None. |
| Description |
| Sets the font scale. |
| Examples |
| ! Renderer.SetFontScale ( renderer, 10 ) |
| See Also |
| • Renderer. DrawText2d |
| Renderer.SetFontVertAlignment |
| Brief |
| Sets the vertical alignment of the font when rendering text. |
| Definition |
| ! Renderer.SetFontVertAlignment( Renderer renderer, string alignment ) |
| Arguments |
| renderer - The renderer to update.alignment - The vertical alignment of text to be renderered. Can be one of the following: |
| "top" |
| "center" |
| "bottom" |
| Return Values |
| None. |
| Description |
| Sets the vertical alignment of the font when rendering text. When a renderer is created the default value is "top". |
| Examples |
| ! Renderer.SetFontVertAlignment( renderer, "top" ) |
| See Also |
| • Renderer. SetFontHorzAlignment |
| Renderer.SetOverlay |
| Brief |
| Sets the current overlay. |
| Definition |
| Renderer.SetOverlay( Renderer Tenderer, number overlay ) |
| Arguments |
| renderer - The renderer to update.overlay - The overlay id which ranges from 0 to 15. |
| Return Values |
| None. |
| Description |
| Sets the current overlay. Overlays are drawn in the order 0 to 15. |
| Examples |
| ! — Save the current overlay |
| i previousOverlay = Renderer.GetOverlay( renderer ) |
| j Renderer.SetOverlay( renderer, uiOverlay ) |
| ; — Render UI |
| ; — Restore old overlay |
| j Renderer.SetOverlay( renderer, previousOverlay ) |
| See Also |
| • Renderer.GetOverlay |
| Renderer.SetPosition |
| Brief |
| Sets the renderer to the specified position. |
| Definition |
| ! Renderer.SetPosition( Renderer renderer, Vector4 position ) |
| Arguments |
| renderer - The renderer to update.position - The new position of the renderer. |
| Return Values |
| None. |
| Description |
| Sets the renderer to the specified position. The default is [ 0, 0, 0, 1 ]. |
| Examples |
| renderer = Renderer.Create() |
| Renderer.SetPosition( renderer, Vector4.Create( -100, 42 ) ) |
| See Also |
| • Renderer.Create |
| • Vector4.Create |
| Renderer.SetScale |
| Brief |
| Sets the renderer to the specified scale. |
| Definition |
| Renderer.SetScale( Renderer renderer, Vector4 scale ) |
| Arguments |
| renderer - The renderer to update.scale - The new scale of the renderer. |
| Return Values |
| None. |
| Description |
| Sets the renderer to the specified scale. The default is [ 1, 1, 1, 1 ]. |
| Examples |
| j renderer = Renderer.Create () |
| i Renderer.SetScale( renderer, Vector4.Create( 2, 2 ) ) |
| See Also |
| • Renderer.Create |
| • Vector4.Create |
| Renderer.SetSize |
| Brief |
| Sets the renderer to the specified size. |
| Definition |
| Renderer.SetSize( Renderer renderer, Vector4 size ) |
| Arguments |
| renderer - The renderer to update.size - The new size of the renderer. |
| Return Values |
| None. |
| Description |
| Sets the Tenderer to the specified size. The default is [ 1280, 720, 0, 0 ]. Anything outside of the size will be clipped. |
| Examples |
| Tenderer = Renderer.Create() |
| Renderer.SetSize( renderer, Vector4.Create( 1024, 720 ) ) |
| See Also |
| • Renderer.Create |
| • Vector4.Create |
| Renderer.SetTarget |
| Brief |
| Sets the target of the renderer. |
| Definition |
| ! Renderer.SetTarget( Renderer renderer. Screen screen ) |
| Arguments |
| renderer - The renderer to update.screen - The screen to render to. |
| Return Values |
| None. |
| Description |
| The target of the renderer is set to a screen so instead of rendering in full screen mode it is rendered to the specified screen. |
| Examples |
| renderer = Renderer.Create () |
| screen = ArcadeGame.GetScreen() |
| Renderer.SetTarget( renderer, screen ) |
| See Also |
| • ArcadeGame.GetScreen |
| • Scene.FindScreen |
| • Screen.Create |
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