Optional
bufferDrawer: BufferRendererPrivate
bufferPrivate
bufferPrivate
bufferPrivate
bufferPrivate
bufferComfort method to append a style element. If no style object is set a new one is created.
Be careful, this can cause issues with shared styles
Pushes this element and all their children into the "collectedElements" container if they spatially collide with x,y.
The top-most element will have the index [0].
It is possible (thanks to offsets, etc) that a child is in here while the parent is not.
Private
freeFills this LUIElement and all it's parent up to the root into the provided array.
Private
rebuildProtected
selfIf set to a not-None value this will ensure that all content and children cannot render outside of the border of this element.
LUIClipBehavior.None // No clipping. Pixels are visible in all cases. LUIClipBehavior.ElementBox // Only pixels within the box of the element will be visible LUIClipBehavior.IgnorePaddingBox // Only pixels within the box + padding of the element will be visible
Use getTransform() to manipulate the animation matrix.
Transform is NOT considered during input. It's animation only
Generated using TypeDoc
This element buffers the rendered content of it's children into a buffer (RenderToTexture).
Use this in one of the two cases:
You like to compose a complex effect on UI content as if it was a single texture (like reducing layers or smart layers in photo-software).
The content is super (duper) expensive to render and you like to cache it.
In both situations keep in mind that a LUIBufferedElement always breaks batching and increares draw-counts. Use with care and especially case (2) should be benchmarked before jumping into it.
DON'T use it when:
element.setClippingMode(LUIClipBehavior.ElementBox)
instead.NOTE: It's super important to call
disableBuffering()
when the element is not used anymore (e.g. during onDecativate() on a Component). Otherwise GPU memory is leaked.See