Draw XXL documentation


Draw Screenspace.Icon(...);

Draws an Icon symbol into screenspace.

The camera which defines the screenspace can be appointed in several ways. One option is: Every function has an overload that is identical except that it takes a Camera as first parameter. Another more convenient option is: If no Camera is supplied then Draw XXL automatically searches for one according to the global DefaultScreenspaceWindowForDrawing setting (which can point to a Gameview camera or a Sceneview camera). Moreover there is the option to apoint a camera once to the global defaultCameraForDrawing field, which also has the effect that no camera has to be supplied as parameter to the actual draw functions.

Green parameters are required. Yellow parameters are optional, but have to be supplied in order.


static void DrawScreenspace.Icon(...);

Code snippet names: drawScreenIcon_3Dpos and drawScreenIcon_3Dpos_func.

Parameters:
Type Parameter Name Description
Vector3 position_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
IconType icon
Color color
float size_relToViewportHeight
string text
float zRotationDegCC
float strokeWidth_relToViewportHeight
bool displayPointerIfOffscreen
bool mirrorHorizontally
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawScreenspace.Icon(...);

Code snippet names: drawScreenIcon_3Dpos_cam and drawScreenIcon_3Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera targetCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector3 position_in3DWorldspace
IconType icon
Color color
float size_relToViewportHeight
string text
float zRotationDegCC
float strokeWidth_relToViewportHeight
bool displayPointerIfOffscreen
bool mirrorHorizontally
float durationInSec


static void DrawScreenspace.Icon(...);

Code snippet names: drawScreenIcon_2Dpos and drawScreenIcon_2Dpos_func.

Parameters:
Type Parameter Name Description
Vector2 position_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
IconType icon
Color color
float size_relToViewportHeight
string text
float zRotationDegCC
float strokeWidth_relToViewportHeight
bool displayPointerIfOffscreen
bool mirrorHorizontally
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawScreenspace.Icon(...);

Code snippet names: drawScreenIcon_2Dpos_cam and drawScreenIcon_2Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera targetCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector2 position_in2DViewportSpace
IconType icon
Color color
float size_relToViewportHeight
string text
float zRotationDegCC
float strokeWidth_relToViewportHeight
bool displayPointerIfOffscreen
bool mirrorHorizontally
float durationInSec