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IsdkSystemNativeApi Class

Modifiers: open
Wrapper around the native API calls. Provided as a separate class to allow for mocking in tests.

Signature

open class IsdkSystemNativeApi

Constructors

IsdkSystemNativeApi ()
Signature
constructor()

Functions

destroy ()
Signature
open fun destroy()
enableDebugTools ( enable )
Signature
open fun enableDebugTools(enable: Boolean)
Parameters
enable: Boolean
enableTransformers ( enable )
Signature
open fun enableTransformers(enable: Boolean)
Parameters
enable: Boolean
getEventDecoratorId ( decoratorName )
Signature
open fun getEventDecoratorId(decoratorName: String): Long
Parameters
decoratorName: String
Returns
Long
getEventDecoratorValueLong ( pointerEventId , decoratorId )
Signature
open fun getEventDecoratorValueLong(pointerEventId: Int, decoratorId: Long): Long?
Parameters
pointerEventId: Int
decoratorId: Long
Returns
Long?
init ( sceneHandle )
Signature
open fun init(sceneHandle: Long)
Parameters
sceneHandle: Long
setPanelCollisionPriority ( entityId , priority )
Sets the collision priority for a panel identified by entity ID.
Higher priority values will win collision resolution when panels overlap at the same depth. This is used to implement layer zIndex behavior where panels with higher zIndex should receive pointer events even when they are at the same depth as other panels.
Signature
open fun setPanelCollisionPriority(entityId: Long, priority: Float)
Parameters
entityId: Long
  The entity ID of the panel
priority: Float
  The collision priority (typically the layer's zIndex value)
setScenePointerDistance ( distance )
Signature
open fun setScenePointerDistance(distance: Float)
Parameters
distance: Float
tick ( dataModel , deltaSeconds , currentTimeSeconds )
Signature
open fun tick(dataModel: Long, deltaSeconds: Double, currentTimeSeconds: Double): Array<PointerEvent>?
Parameters
dataModel: Long
deltaSeconds: Double
currentTimeSeconds: Double
Returns
Array?
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