coneneko.exunits



class MatrixIndexBuffer: coneneko.units.AttributeBuffer;


this(float[] data);
float2

class WeightBuffer: coneneko.units.AttributeBuffer;


this(float[] data);
float1

class PcntBuffer: coneneko.scenegraph.UnitMerger;


const uint VERTEX_SIZE;


this(uint vertexLength, float[] buffer);


protected static Unit createPcnt(uint vertexLength, float[] buffer);


this(Unit[] a...);


class PcntmwBuffer: coneneko.exunits.PcntBuffer;


const uint VERTEX_SIZE;


this(uint vertexLength, float[] buffer);


void matrixIndexLocation(uint a);


void weightLocation(uint a);


class ToonShaderBase: coneneko.units.Shader;
uniform vec4 lightDirection; // vertex

uniform vec4 ambient; // vertex

uniform sampler2D texture0, texture1; // fragment

void lightDirection(Vector a);


void ambient(Vector a);


uint matrixIndexLocation();
attribute vec2 matrixIndex; // vertexスキンメッシュ用

uint weightLocation();
attribute float weight; // vertexスキンメッシュ用

void matrixArray(Matrix [] a);
uniform mat4 matrixArray[34]; // vertexスキンメッシュ用

const char[] TOON_VERTEX;


const char[] TOON_FRAGMENT;


const char[] HSV_TOON_FRAGMENT;


const char[] SKINNED_MESH_VERTEX;


class ToonShader: coneneko.exunits.ToonShaderBase;


this();


class HsvToonShader: coneneko.exunits.ToonShaderBase;


this();


class SkinnedMeshToonShader: coneneko.exunits.ToonShaderBase;


this();


class SkinnedMeshHsvToonShader: coneneko.exunits.ToonShaderBase;


this();


class Subset: coneneko.scenegraph.Unit;


this(PcntBuffer pcntOrPcntmw, Texture texture);


void visible(bool a);


bool visible();


void matrixIndexLocation(uint a);


void weightLocation(uint a);


class NullSubset: coneneko.exunits.Subset;


class Nanami: coneneko.scenegraph.Unit;


const int FPS;


final Subset[][] subset;


final Matrix [][][] matrixArray;


final char[] fileName;


this(char[] nanamiFileName);


void matrixIndexLocation(uint l);


void weightLocation(uint l);


bool hasMotion();


class ImageTexture: coneneko.units.Texture;
ファイルから読み込んで適当な大きさに調整

char[] fileName;


uint imageWidth;
本来のサイズ

uint imageHeight;
本来のサイズ

this(char[] imageFileName, uint index);


class TextTexture: coneneko.units.Texture;
フォントから作成して適当な大きさに調整

char[] text;


uint imageWidth;
本来のサイズ

uint imageHeight;
本来のサイズ

this(Font font, char[] text, Vector color);


class Text: coneneko.scenegraph.UnitMerger, coneneko.units.VirtualSizeUnit;


char[] text;


int x;


int y;


int width;


int height;


this(int x, int y, char[] text, Vector color = (create)(1F,1F,1F,1F), Font font = cast(Font)new DefaultFont);


class Image: coneneko.units.Quadrangle, coneneko.units.VirtualSizeUnit;


final char[] fileName;


this(char[] imageFileName, int x, int y);


this(char[] imageFileName, int x, int y, int width, int height);


interface ButtonEventFactory;


abstract Event create(int x, int y, int width, int height, void delegate() onClick);


abstract VirtualMousePoint virtualMousePoint();


class Button: coneneko.units.VirtualSizeUnit;


this(Text text, ButtonEventFactory factory);


this(Text text, ButtonEventFactory factory, int width, int height);


Event clickEvent();


void onClick();


protected Vector backColor();


protected Vector floatColor();


int x();


int y();


int width();


int height();


class CheckButton: coneneko.exunits.Button;


bool value;


this(Text text, ButtonEventFactory factory);


this(Text text, ButtonEventFactory factory, int width, int height);


class ButtonFocus: coneneko.units.LineQuadrangle;


this(Button[] buttons, VirtualMousePoint mousePoint, Vector color);


class MultilineText: coneneko.scenegraph.UnitMerger, coneneko.units.VirtualSizeUnit;


char[][] texts;


this(int x, int y, char[][] texts, uint heightMargin = cast(uint)0, Vector color = (create)(1F,1F,1F,1F), Font font = cast(Font)new DefaultFont);


class ImageEffect: coneneko.units.Quadrangle;


final ImageTexture texture;


uint currentIndex;


bool visible;


this(ImageTexture texture, int x, int y);


uint length();



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