Libraries.Game.Graphics.DrawableShape Documentation

Inherits from: Libraries.Language.Object

Variables Table

VariablesDescription
integer V_OFFSETThe vertex index of the first "v" coordinate. When applying a texture to the shape, this is the y-coordinate on the texture where sampling will occur for this point.
integer U_OFFSETThe vertex index of the first "u" coordinate. When applying a texture to the shape, this is the x-coordinate on the texture where sampling will occur for this point.
integer COLOR_OFFSETThe vertex index of the first color value.
integer Z_OFFSETThe vertex index of the first z-coordinate value.
integer MINIMUM_VERTEX_SIZEThe minimum legal size a vertex can be and still be usable for a standard Drawable.
integer Y_OFFSETThe vertex index of the first y-coordinate value.
integer X_OFFSETThe vertex index of the first x-coordinate value.

Actions Documentation

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Example

Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

Example

use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)

FlipX()

This is a value between 0 and 1, indicating where this point is between the top and the bottom of the shape.

FlipY()

"Flip" the value across 0, then make it positive again. 0 becomes 1, 1 becomes 0, and all other values fall in between

GetBoundingRectangle()

Vertices are set to negative Z to reverse draw order.

Return

Libraries.Game.Shapes.Rectangle:

GetClippingX1()

Return

number

GetClippingX2()

Return

number

GetClippingY1()

Return

number

GetClippingY2()

Return

number

GetDataCount()

This action returns how many total number values are stored across all of the shape's vertices.

Return

integer:

GetDrawable()

The vertex index of the first color value.

Return

Libraries.Game.Graphics.Drawable:

GetHashCode()

This action gets the hash code for an object.

Return

integer: The integer hash code of the object.

Example

Object o
integer hash = o:GetHashCode()

GetHeight()

This is a value between 0 and 1, indicating how far to the left or right this point is within the shape.

Return

number:

GetIndexCount()

This action returns how many indices are used to render this shape as triangles.

Return

integer:

GetVertexCount()

This action returns how many vertices are used to form this shape.

Return

integer:

GetVertexData()

This action returns how many vertices are used to form this shape.

Return

Libraries.Containers.Number32BitArray:

GetVertexData(integer index)

This action returns how many total number values are stored across all of the shape's vertices.

Parameters

  • integer index

Return

number:

GetVertexSize()

Return

integer

GetWidth()

Figure out the minimum/maximum x values

Return

number:

HasClipping()

Copy any values that are still legitimate to the new array.

Return

boolean:

IsRenderable()

Return

boolean

Load(Libraries.Containers.Array<number> points, Libraries.Game.Graphics.TextureRegion region)

This action generates a Drawable shape from the set of given points. These points must be in clockwise order.

Parameters

Load(Libraries.Containers.Array<number> points)

This action generates a Drawable shape from the set of given points. These points must be in clockwise order.

Parameters

LoadRectangle(number width, number height, number textureLeft, number textureRight, number textureBottom, number textureTop)

The width and height of this shape, as calculated from the base positions. May not reflect the exact width and height of the values in the vertices if the Drawable has been scaled or rotated.

Parameters

  • number width
  • number height
  • number textureLeft
  • number textureRight
  • number textureBottom
  • number textureTop

LoadRectangle(number width, number height)

A specialized mesh used to render this shape. If this shape is just a rectangle, this is left undefined, and the Painter2D uses its default mesh instead.

Parameters

  • number width
  • number height

LoadRectangle(number width, number height, Libraries.Game.Graphics.TextureRegion region)

Cached bounding rectangle. Undefined if no rectangle has been requested.

Parameters

LoadTriangle(number x1, number y1, number x2, number y2, number x3, number y3)

How many number components are stored for each vertex.

Parameters

  • number x1
  • number y1
  • number x2
  • number y2
  • number x3
  • number y3

LoadTriangle(number x1, number y1, number x2, number y2, number x3, number y3, Libraries.Game.Graphics.TextureRegion region)

The position of each point relative to the origin of the Drawable. This is a sequence of x, y coordinates. Z-coordinates are not stored here. This is undefined if the shape hasn't been loaded yet.

Parameters

NeedsUpdate()

The vertex index of the first "v" coordinate. When applying a texture to the shape, this is the y-coordinate on the texture where sampling will occur for this point.

Return

boolean:

RequestUpdate()

The minimum legal size a vertex can be and still be usable for a standard Drawable.

SetColor(Libraries.Game.Graphics.Color color)

"Flip" the value across 0, then make it positive again. 0 becomes 1, 1 becomes 0, and all other values fall in between

Parameters

SetColor(Libraries.Containers.Array<Libraries.Game.Graphics.Color> colors)

We'll only update the mesh if at least one of the values actually changed.

Parameters

SetColor(number colorCode)

This is a value between 0 and 1, indicating where this point is between the top and the bottom of the shape.

Parameters

  • number colorCode

SetColor(Libraries.Game.Graphics.ColorGroup group)

We'll only update the mesh if at least one of the values actually changed.

Parameters

SetDataForAllVertices(integer offset, number value)

The vertex index of the first y-coordinate value.

Parameters

  • integer offset
  • number value

SetDrawable(Libraries.Game.Graphics.Drawable drawable)

The vertex index of the first z-coordinate value.

Parameters

SetHeight(number height)

Figure out the minimum/maximum x values

Parameters

  • number height

SetSize(number width, number height)

This is a value between 0 and 1, indicating how far to the left or right this point is within the shape.

Parameters

  • number width
  • number height

SetTextureRegion(number left, number right, number bottom, number top)

This action generates a Drawable shape from the set of given points. These points must be in clockwise order.

Parameters

  • number left
  • number right
  • number bottom
  • number top

SetTextureRegion(Libraries.Game.Graphics.TextureRegion region)

This action generates a Drawable shape from the set of given points. These points must be in clockwise order.

Parameters

SetVertexData(integer index, number value)

This action returns how many indices are used to render this shape as triangles.

Parameters

  • integer index
  • number value

SetVertexSize(integer newSize)

Parameters

  • integer newSize

SetWidth(number width)

We'll only update the mesh if at least one of the values actually changed.

Parameters

  • number width

UpdateVertices()

The vertex index of the first "u" coordinate. When applying a texture to the shape, this is the x-coordinate on the texture where sampling will occur for this point.