mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Add another lookup overload * Fix RenderInRenderTarget See the linked issue for what happens. * Also this one * stuff * Fix stencilling * fixes * mix blend * fix * blur fixes * Tile flag * Minor tweak * Fixes * Render state fixes * Fixes * Fix stupidity * More state render bug fixes * MapUid on overlay draw * Remove blur comment * Fixes * Fixes * Remove * Engine vibe
65 lines
1.9 KiB
C#
65 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Robust.Shared.Enums
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{
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/// <summary>
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/// Determines in which canvas layers an overlay gets drawn.
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/// </summary>
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[Flags]
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public enum OverlaySpace : ushort
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{
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/// <summary>
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/// Used for matching bit flags.
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/// </summary>
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None = 0,
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/// <summary>
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/// This overlay will be drawn in screen coordinates in the UI space above the world.
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/// </summary>
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ScreenSpace = 1 << 1,
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/// <summary>
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/// This overlay will be drawn above entities, lighting, and FOV.
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/// </summary>
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WorldSpace = 1 << 2,
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/// <summary>
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/// This overlay will be drawn beneath FOV and lighting, but above entities.
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/// </summary>
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WorldSpaceBelowFOV = 1 << 3,
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/// <summary>
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/// This overlay will be along with entities, with the order depending on overlay's ZOrder and sprite's
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/// DrawDepth.
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/// </summary>
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WorldSpaceEntities = 1 << 4,
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/// <summary>
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/// Drawn after every grid.
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/// </summary>
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WorldSpaceGrids = 1 << 5,
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/// <summary>
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/// This overlay will be drawn beneath entities, lighting, and FOV; above grids.
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/// </summary>
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WorldSpaceBelowEntities = 1 << 6,
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/// <summary>
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/// This overlay will be drawn in screen coordinates behind the world.
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/// </summary>
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ScreenSpaceBelowWorld = 1 << 7,
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/// <summary>
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/// Overlay will be rendered below grids, entities, and everything else. In world space.
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/// </summary>
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WorldSpaceBelowWorld = 1 << 8,
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/// <summary>
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/// Called after GLClear but before FOV applied to the lighting buffer.
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/// </summary>
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BeforeLighting = 1 << 9,
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}
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}
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