open class IsdkSystemNativeApi
IsdkSystemNativeApi
()
|
Signature
constructor() Returns IsdkSystemNativeApi |
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: StringReturns Long |
getEventDecoratorValueLong
(
pointerEventId
, decoratorId
)
|
Signature
open fun getEventDecoratorValueLong(pointerEventId: Int, decoratorId: Long): Long? Parameters pointerEventId: IntdecoratorId: LongReturns 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: LongdeltaSeconds: DoublecurrentTimeSeconds: DoubleReturns Array? |