Gondwana Game Engine
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop, mobile, and web platforms using SkiaSharp for graphics and NAudio for sound.
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Gondwana.Drawing.Direct Namespace Reference

Namespaces

namespace  Particles

Classes

class  DirectComposite
class  DirectDrawingBase
 Provides the base implementation for direct drawing objects that can be rendered to the backbuffer with support for opacity, fade transitions, reveal animations, and flexible positioning modes. More...
class  DirectDrawingManager
 Manages the lifecycle, registration, and retrieval of all direct drawing objects in the Gondwana engine. More...
class  DirectDrawingMovableBase
 Provides an abstract base class for direct drawings that support physics-based movement. More...
class  DirectImage
 Renders a bitmap or image to a rectangular region with support for scaling modes, source clipping, tinting, opacity, blend modes, and rotation. More...
class  DirectRectangle
 Renders a configurable rectangle with support for fill, border, rounded corners, dash patterns, color pulsing, and pattern fills. More...
class  DirectVideo
 Draws video frames provided by IVideoPlayer onto the backbuffer. Audio is handled by the IVideoPlayer implementation (e.g., VLC system output on desktop). More...
interface  IDirectDrawable
 Represents any drawable object (movable or static) that can render directly to a RenderSurfaceHost, report its position and bounds, and optionally support movement or composition. More...
class  TextBlock
 A retained-mode text drawable with wrapping, multi-line (
) support, horizontal/vertical alignment, padding, optional shadow/outline effects, and auto-shrink to fit. More...

Enumerations

enum  StretchMode { None , Fill , Uniform , UniformToFill }
enum  DirectDrawingMode { SceneLayer , View }
 Specifies where direct drawing operations are applied within the rendering pipeline. More...

Enumeration Type Documentation

◆ DirectDrawingMode

Specifies where direct drawing operations are applied within the rendering pipeline.

This mode determines the coordinate space and lifecycle of direct drawing:

  • SceneLayer Draws in world space as part of a specific scene layer. Content scrolls, zooms, and parallax-moves with the camera.
  • View Draws in screen space at the view level. Content is fixed to the viewport and is not affected by camera movement, making it suitable for UI, overlays, and debug visuals.
Enumerator
SceneLayer 

Performs direct drawing within a scene layer using world-space coordinates.

Drawing in this mode is affected by camera position, zoom, and layer parallax, and participates in the normal scene rendering and refresh logic.

View 

Performs direct drawing at the view level using screen-space coordinates.

Drawing in this mode is independent of camera movement and world transforms, making it ideal for HUD elements, overlays, and diagnostic rendering.

◆ StretchMode

Enumerator
None 
Fill 
Uniform 
UniformToFill