Window.BasicDrawDevice¶
The Window.BasicDrawDevice class is a DrawDevice that provides standard drawing; register an instance in Window.drawDevice to use it.
Members¶
Constructors¶
Properties¶
Methods¶
BasicDrawDevice¶
Constructor
Description
Constructs a BasicDrawDevice object
Constructs an object of the Window.BasicDrawDevice class.
Window.drawDevice holds an instance of this class from the start, so you do not need to register one yourself.
interface¶
Property \ Access: r
Description
Gets the interface object
Provided so that plugins and the like can use the DrawDevice object.
videoPresenterHost¶
Property \ Access: r
Description
Registration point for overlay movie presenters (pointer value)
Pointer value of the iTVPVideoPresenterHost that the overlay movie side (VideoOverlay) reads in order to
composite into this DrawDevice's D3D11 back buffer in pull mode.
If non-zero, the presenter registers itself and uses pull compositing; if 0 or undefined, it falls back to
presenting through a child window. Normally used by the engine internals or plugins.
dialogRendererHost¶
Property \ Access: r
Description
Elements dialog renderer host (pointer value)
Pointer value of the iTVPDialogRendererHost used to obtain the Elements overlay drawing adapter.
Normally used by the engine internals or plugins.
viewportBackgroundHost¶
Property \ Access: r
Description
Registration point for viewport margin fill (pointer value)
Pointer value of the iTVPViewportBackgroundHost that receives the margin settings used when the game screen does not cover the whole drawing area ( Window.viewportBgColor /
Window.setViewportWallpaper ). Window applies the margin settings only when this property is non-zero
(on draw devices without this property, margin fill has no effect and the device's default fill remains). Normally used by the engine internals or plugins.
d3d11Device¶
Property \ Access: r
Description
ID3D11Device pointer (pointer value)
Pointer value of the ID3D11Device exposed so that hardware movie playback (IMFMediaEngine) can bind to the engine's D3D11 device for hardware decoding (VIDEO_SUPPORT, with multithread protection enabled).
WINVER (D3D11) build only. Normally used by the engine internals or plugins.
recreate¶
Method
Description
Recreates the internal device
Recreates the internal device.
Normally you do not need to call this.
captureWithOverlay¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
bitmap |
|
Destination Bitmap object. It is resized as needed. |
Return value
true on success
Description
Captures the screen including Elements screens
Draws the current screen, i.e. the layer compositing result with overlays such as ElementsDialog on top, reads it back, and copies the game screen area into bitmap. The captured image has the size displayed in the window.
Methods that capture only layers (copying a Layer's image, or KAG's screen capture) do not include Elements screens, so use this when you want Elements screens included, e.g. in save thumbnails.