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CRM64Pro GDK v0.15.0
A free cross-platform game development kit built on top of SDL 3.0
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Layer Context structure. More...
Layer Context structure.
Contains all the state and data required for a layer to update or render. This structure is passed to the virtual update/render methods of SceneLayer and also to the user callbacks. It acts as both the input context (Time, Viewport, ID) and the output result container (Visible count, ranges).
Public Member Functions | |
| SDL_FPoint | worldToScreen (float wx, float wy, bool bQuantize=true) const |
| Convert world coordinates to screen coordinates using the canonical render camera. | |
Public Attributes | |
| Sint32 | iLayerID |
| The ID of the layer. | |
| eSceneLayerType | eType |
| TILE, OBJECT, or IMAGE. | |
| SDL_Rect | rViewport |
| The effective viewport used for this frame. | |
| float | fScrollX |
| Current Logic/Render X scroll position. | |
| float | fScrollY |
| Current Logic/Render Y scroll position. | |
| float | fInterpolation |
| Render interpolation factor [0..1]. 1.0 during update or when smoothing is disabled. | |
| float | fDeltaTime |
| Time elapsed since last frame (for update). 0 during render. | |
| Sint32 | idRes |
| Render target ID (for render). 0 during update. | |
| Sint32 | iAlpha |
| Layer alpha modulation (0-255). | |
| Sint32 | iQuantizeMode |
| Final screen-space quantization policy. 0=None, 1=Floor. | |
| float | fCameraRenderX |
| Camera X used for rendering this frame. | |
| float | fCameraRenderY |
| Camera Y used for rendering this frame. | |
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inline |
Convert world coordinates to screen coordinates using the canonical render camera.
| wx | World X coordinate. |
| wy | World Y coordinate. |
| bQuantize | If true, applies final screen-space quantization policy from iQuantizeMode. |