Draw XXL documentation


Draw Text.WriteOnCircleScreenspace(...);

Write a curved text (like on the perimeter of a circle) to 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 DrawText.WriteOnCircleScreenspace(...);

Code snippet names: drawTextOnCircleScreenspace_viaStartPos and drawTextOnCircleScreenspace_viaStartPos_func.

Parameters:
Type Parameter Name Description
string text
Vector2 textStartPos Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Vector2 circleCenterPosition Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Color color
float size_relToViewportHeight This defines the width per letter, relative to the viewport height.
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
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 DrawText.WriteOnCircleScreenspace(...);

Code snippet names: drawTextOnCircleScreenspace_viaStartPos_cam and drawTextOnCircleScreenspace_viaStartPos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
string text
Vector2 textStartPos
Vector2 circleCenterPosition
Color color
float size_relToViewportHeight
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
float durationInSec


static void DrawText.WriteOnCircleScreenspace(...);

Code snippet names: drawTextOnCircleScreenspace_dirViaVecUp and drawTextOnCircleScreenspace_dirViaVecUp_func.

Parameters:
Type Parameter Name Description
string text
Vector2 circleCenterPosition Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
float radius_relToViewportHeight
Color color
float size_relToViewportHeight This defines the width per letter, relative to the viewport height.
Vector2 textsInitialUp
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
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 DrawText.WriteOnCircleScreenspace(...);

Code snippet names: drawTextOnCircleScreenspace_dirViaVecUp_cam and drawTextOnCircleScreenspace_dirViaVecUp_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
string text
Vector2 circleCenterPosition
float radius_relToViewportHeight
Color color
float size_relToViewportHeight
Vector2 textsInitialUp
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
float durationInSec


static void DrawText.WriteOnCircleScreenspace(...);

Code snippet names: drawTextOnCircleScreenspace_dirViaAngle and drawTextOnCircleScreenspace_dirViaAngle_func.

Parameters:
Type Parameter Name Description
string text
Vector2 circleCenterPosition Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
float radius_relToViewportHeight
Color color
float size_relToViewportHeight This defines the width per letter, relative to the viewport height.
float initialTextDirection_as_zRotationDegCCfromCamUp The initial text direction. Measured in degrees and counterclockwise (CC), starting from the "towards up" vector (=0,1).
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
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 DrawText.WriteOnCircleScreenspace(...);

Code snippet names: drawTextOnCircleScreenspace_dirViaAngle_cam and drawTextOnCircleScreenspace_dirViaAngle_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
string text
Vector2 circleCenterPosition
float radius_relToViewportHeight
Color color
float size_relToViewportHeight
float initialTextDirection_as_zRotationDegCCfromCamUp
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
float durationInSec