gameforge - v0.1.12
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    Class MaskData

    Component for masked elements.

    Holds mask mode and temporary data about current mask.

    PIXI

    Index

    Constructors

    • Create MaskData

      Parameters

      • OptionalmaskObject: IMaskTarget

        object that describes the mask

      Returns MaskData

    Properties

    autoDetect: boolean

    Whether we know the mask type beforehand

    true
    
    colorMask: number

    Color mask.

    PIXI.COLOR_MASK_BITS

    enabled: boolean

    If enabled is true the mask is applied, if false it will not.

    isMaskData: boolean

    Indicator of the type (always true for PIXI.MaskData objects)

    maskObject: IMaskTarget

    Which element we use to mask

    multisample: null | MSAA_QUALITY

    Number of samples of the sprite mask filter. If set to null, the sample count of the current render target is used.

    PIXI.Filter.defaultMultisample
    
    pooled: boolean

    Whether it belongs to MaskSystem pool

    resolution: null | number

    Resolution of the sprite mask filter. If set to null or 0, the resolution of the current render target is used.

    null
    

    Mask type

    Accessors

    • get filter(): ISpriteMaskFilter

      The sprite mask filter. If set to null, the default sprite mask filter is used.

      Returns ISpriteMaskFilter

      null
      
    • set filter(value: ISpriteMaskFilter): void

      Parameters

      Returns void

    Methods

    • Copies counters from maskData above, called from pushMask().

      Parameters

      Returns void

    • Resets the mask data after popMask().

      Returns void