public struct VideoScreenPlacementWhere on the screen an entity's video is drawn.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Separate from VideoSurface because playing and drawing are separate things. A video with no placement still decodes — which is what a game wants for the one it is about to cut to, and for the one whose sound is playing under a menu — and a placement with no player draws nothing. Adding this component is what puts the picture on the screen.
⚠ Normalised, not pixels, and that is what makes it survive a resize. A cutscene written as (0, 0, 1, 1) is full-screen on every display; the same thing written in pixels is full-screen on the display it was authored on. The Area is a fraction of the target, with the origin at the top left.
Fields and properties (5)
public Rectangle AreaThe fraction of the target to draw in. A zero-sized area means the whole of it.
public VideoScaling ScalingWhat to do when the picture and the area are different shapes.
public uint OrderWhere it sits among the videos on screen, lowest drawn first.
public Color4 TintMultiplied into the colour. A default-constructed placement is fully transparent.
public static VideoScreenPlacement OpaqueA placement covering the whole target, untinted.
Used by (1)
- VideoSurfaceUploaderVixen.Video.Rendering