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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.