Draw XXL documentation


Draw Screenspace.Rectangle(...);

This is a legacy function and can be replaced by Shape() in most cases. There are minor differences compared to Shape(), like:
Shape() is defined by "center position", while Rectangle() is defined by the "lowLeftPosition".
Shape() displays the text outside the shape, while Rectangle() displays it inside the shape.

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.Rectangle(...);

Code snippet names: drawScreenRectangle_rect and drawScreenRectangle_rect_func.

Parameters:
Type Parameter Name Description
Rect rect
Color color
Shape2DType shape
float linesWidth_relTScreenHeight
string text
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
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.Rectangle(...);

Code snippet names: drawScreenRectangle_rect_cam and drawScreenRectangle_rect_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.
Rect rect
Color color
Shape2DType shape
float linesWidth_relToScreenHeight
string text
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
float durationInSec


static void DrawScreenspace.Rectangle(...);

Code snippet names: drawScreenRectangle_vecFloat and drawScreenRectangle_vecFloat_func.

Parameters:
Type Parameter Name Description
Vector2 lowLeftCorner
float width_relToScreenWidth
float height_relToScreenHeight
Color color
Shape2DType shape
float linesWidth_relToScreenHeight
string text
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
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.Rectangle(...);

Code snippet names: drawScreenRectangle_vecFloat_cam and drawScreenRectangle_vecFloat_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 lowLeftCorner
float width_relToScreenWidth
float height_relToScreenHeight
Color color
Shape2DType shape
float linesWidth_relToScreenHeight
string text
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
float durationInSec