Screen

Screen is where all widgets should be contained. This way, the event methods are forwarded correctly, there can exist a drag and drop. Render order by stack is also possible

Constructors

this
this()
Undocumented in source.

Members

Functions

findWidget
int findWidget(Widget w)
Undocumented in source. Be warned that the author may not have intended to support it.
setDragging
void setDragging(Widget w, int x, int y)
Undocumented in source. Be warned that the author may not have intended to support it.
setFocusOn
void setFocusOn(Widget w)
Undocumented in source. Be warned that the author may not have intended to support it.
setupEvents
void setupEvents()
Undocumented in source. Be warned that the author may not have intended to support it.
stopDragging
void stopDragging()
Undocumented in source. Be warned that the author may not have intended to support it.

Variables

draggedWidget
Widget draggedWidget;
Undocumented in source.
focusedWidget
Widget focusedWidget;
Undocumented in source.

Inherited Members

From Group

renderFlatTree
Widget[] renderFlatTree;
Undocumented in source.
flattenRenderTree
void flattenRenderTree(TypeInfo[] renderOrder)

If you don't have overlapping sprites, you may flatten the tree for rendering. This beyond increasing iteration speed since there will be less recursive calls, it is also possible to sort by batch types.

onRender
void onRender()
Undocumented in source. Be warned that the author may not have intended to support it.
render
void render()
Undocumented in source. Be warned that the author may not have intended to support it.

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