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CRM64Pro GDK v0.20.0
A free cross-platform game development kit built on top of SDL 3.0
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Layer Context structure. More...
Public Member Functions | |
| SDL_FPoint | worldToScreen (float fWorldX, float fWorldY, bool bQuantize=true) const |
| Convert world coordinates to screen coordinates using the canonical render camera. | |
Public Attributes | |
| Sint32 | idLayer |
| The ID of the layer. | |
| eSceneLayerType | eType |
| TILE, OBJECT, or IMAGE. | |
| SDL_Rect | rViewport |
| The effective viewport used for this frame. | |
| float | fScrollX |
| Current Logic/Render X scroll position. | |
| float | fScrollY |
| Current Logic/Render Y scroll position. | |
| float | fInterpolation |
| Render interpolation factor [0..1]. 1.0 during update or when smoothing is disabled. | |
| float | fDeltaTime |
| Time elapsed since last frame (for update). 0 during render. | |
| Sint32 | idRes |
| Render target ID (for render). 0 during update. | |
| Sint32 | iAlpha |
| Layer alpha modulation (0-255). | |
| Sint32 | iQuantizeMode |
| Final screen-space quantization policy. 0=None, 1=Floor. | |
| float | fCameraRenderX |
| Camera X used for rendering this frame. | |
| float | fCameraRenderY |
| Camera Y used for rendering this frame. | |
Layer Context structure.
Contains all the state and data required for a layer to update or render. This structure is passed to the virtual update/render methods of SceneLayer and also to the user callbacks. It acts as both the input context (Time, Viewport, ID) and the output result container (Visible count, ranges).
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inline |
Convert world coordinates to screen coordinates using the canonical render camera.
| fWorldX | World X coordinate. |
| fWorldY | World Y coordinate. |
| bQuantize | If true, applies final screen-space quantization policy from iQuantizeMode. |