Generic scene properties.
| Enumerator |
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| kScene2DProperty_SingleThreaded | Flag which shows if the scene is used from a single-threaded environment, i.e. if ALL of calls to the scene like Scene::Render and Scene::Display are performed from the same thread.
If the parameter is set to 'true', no layer rendering protection will be used.
If the parameter is set to 'false', double buffering for layer rendering will be used.
The property can be set only before the first call to the Scene::AddLayer method!
The default parameters value is 'true', the value type is kSDKAnyType_Bool.
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| kScene2DProperty_UseThreadsForRendering | Flag, which tells if separate worker threads should be used for layer rendering.
If the flag is set to 'true', layer will be rendered by using a separate worker threads, which is not same, as a thread from which the Render call was performed.
If the flag is set to 'false', layer will be rendered in the same thread, as the one from which the Render call was performed.
This flag can be set to 'true' only if the kScene2DProperty_SingleThreaded flag is 'false'.
The property can be set only before the first call to the Scene::Render method!
The default parameters value is 'false', the value type is kSDKAnyType_Bool.
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| kScene2DProperty_RenderingThreadsNumber | Flag which specifies the number of worker threads for multi-threaded rendering.
Can be set only if the kScene2DProperty_UseThreadsForRendering flag is set to 'true'.
The property can be set only before the first call to the Scene::Render method!
The default parameter value is '4', the value type is kSDKAnyType_Uint32.
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| kScene2DProperty_InternalLayersGraphicContextType | Property, which specifies, which graphic context should be used to render
layers, i.e. the internal layers can be rendered by using software renderer
but backend can be based on DirectX or OpenGL renderer.
Available values are listed in GraphicContextType.
By default Auto graphic context will be used, which means, that graphic
context will be same, as backend uses
This property can be changed only before first call to Scene::AddLayer!
For now allowed values for property are: kGraphicContextType_Auto - Graphic Context for layers rendering will be same type, as backend has kGraphicContextType_Software - Graphic context for layers rendering will be software based, BackEnd graphic context can be DirectX or OpenGL based
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| kScene2DProperty_LayersInRenderingList | Property, which allows to get list of layer ids currently being rendered.
NB! Actually useful only in multi-threaded mode with working threads pool. In other cases (single-threaded or no threads pool) returns empty value.
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| kScene2DProperty_CacheDisplay | Property, which allows to switch on caching of display operations.
Every call to the Display leads to merging of all available layer textures, and if content of some of them is not changed their merged result can be cached. For Direct2D/OpenGL based backend given feature is always disabled
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| kScene2DProperty_DebugLoggingOn | Property, which allows to switch on debug logging.
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| kScene2DProperty_SceneName | Property, which allows to set scene name.
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| kScene2DProperty_DisplayLock | Allows to obtain component, which locks/unlocks Scene::Display method and layer textures swap operations (Multi-threaded usage only !!!)
This component should be used very carefully due of in case Display can't be locked now call will hang until Display can be locked In case unlock can't be performed for given thread, this can cause application crash. Given limitations are due of this component simply wraps critical section instance, which protects Scene::Display and layer resources swap methods Returns ISDKLock interface
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| kScene2DProperty_MinLayersNumToUseBlitter | Property, which allows to define minimum number of layers to display
by using hardware based blitter, instead of default backend engine.
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