abstract class GlLayerBase : LayerBase
GlLayerBase(stateHandler: StateHandler)
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var imageToScreenUITransformation: <ERROR CLASS> |
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val resources: <ERROR CLASS> |
var isAttached: Boolean |
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var isEnabled: Boolean |
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val showState: <ERROR CLASS> |
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open var stateHandler: StateHandler |
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var uiDensity: Float |
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var willDrawUi: Boolean |
open fun doRespondOnClick(event: TransformedMotionEvent): Boolean |
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abstract fun glSetup(): Unit |
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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 |
open fun onActivated(): Unit |
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open fun onAttached(): Boolean |
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open fun onAttachedToUI(stateHandler: StateHandler): Unit |
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open fun onDeactivated(): Unit |
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open fun onDetached(): Boolean |
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open fun onDetachedFromUI(stateHandler: StateHandler): Unit |
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open fun onDrawUI(canvas: <ERROR CLASS>): Unit |
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open fun onSizeChanged(w: Int, h: Int): Unit |
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fun postInvalidateUi(): 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> |
abstract class GlBackdropLayer : GlLayerBase
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abstract class GlLayer : GlLayerBase
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