Table of Contents

Namespace Stride.CommunityToolkit.Shapes

Classes

DashPattern

The dash pattern along an outline, in on-screen pixels - constant at any zoom, like the border. Dash holds one; each draw call captures its values as it is made.

FillGradient

A gradient across a shape's fill. Gradient holds one; each draw call captures its values as it is made.

ShapeBatch

Immediate-mode drawing of filled convex shapes whose outline stays a constant number of pixels wide at any zoom, distance or window size, because the shader measures it per fragment from a signed distance function instead of building it as geometry. "Pixels" here means pixels on a 100% display: the widths follow the display's scale by default (see AutoScale), so they are the same size to the eye everywhere.

ShapeBatchExtensions

Wires ShapeBatch rendering into a game's graphics compositor.

ShapeBatchFeature

Renders every ShapeBatch with ShapeShader: one instanced draw of a shared quad per batch, the shape records, their points and the points of space runs delivered through three structured buffers and evaluated per fragment as a signed distance function.

ShapeComponent

Draws a flat shape at this entity's world transform through a ShapeBatch, so shapes take part in Stride's component system - scripts, hierarchy, enable and disable - without needing a model or a material. Nothing else is required: where the game called AddShapeBatch() the shape draws through that batch, and otherwise through a depth-tested one the processor registers for itself, which is also how the shape shows in Game Studio's scene editor.

ShapeEffectKeys

The parameters ShapeEffect permutes on and the base keys a batch's fill source generates its own texture, sampler and value keys from.

ShapeFill

How a shape's interior is painted. Fill holds one; each draw call captures its values as it is made.

ShapeGlow

A soft glow outside a shape's outline. Glow holds one; each draw call captures its values as it is made.

ShapeProcessor

Submits every enabled ShapeComponent to its ShapeBatch each frame, reading the plane and scale to draw in from the entity's world matrix.

Structs

ShapeHit

A shape found under a screen position by TryPick(Vector2, out ShapeHit, float) or PickAll(Vector2, float).

Enums

ScreenCorner

A corner of the screen, or of the rectangle a batch is drawing into - what Corner(ScreenCorner) hands back a pixel position for, so a widget is placed as a corner plus an offset rather than by a hardcoded resolution.