abstract class GlBackdropLayer : GlLayerBase
GlBackdropLayer(stateHandler: StateHandler)
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var imageToScreenUITransformation: <ERROR CLASS> |
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val resources: <ERROR CLASS> |
fun glDrawLayer(requested: Requested, backgroundTexture: GlTexture?): Unit |
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open fun glSetup(): Unit |
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abstract fun needBackdrop(): Boolean |
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abstract fun onDrawLayer(requested: Requested, backgroundTexture: GlTexture?): Unit |
open fun doRespondOnClick(event: TransformedMotionEvent): Boolean |
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open fun onMotionEvent(event: TransformedMotionEvent): Unit |
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open fun onWorldTransformationChanged(showState: EditorShowState): Unit |
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open fun render(): Unit |
infix fun <A> A.andRecycle(b: <ERROR CLASS>): <ERROR CLASS> infix fun <A> A.andRecycle(b: Recyclable): <ERROR CLASS> |
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fun <T> T.loopAsLongNotNull(block: (it: T) -> T?): T |
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fun <T : StateObservable<*>> StateHandlerBindable.stateHandlerResolve(): <ERROR CLASS><T> fun <T : StateObservable<*>> StateHandlerBindable.stateHandlerResolve(settings: T?): <ERROR CLASS><T> |
class OverlayGlLayer : GlBackdropLayer, EventListenerInterface |