DirectOutputR1
DirectOutput framework R1 for virtual pinball cabinets.
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Classes | |
class | AlphaMappingTable |
Static class containg a mapping table which is used for faster alpha mapping of toys supporting layers with alpha channels. | |
class | AnalogAlphaLayer |
This class implements a layer object with alpha support for toys working analog values. More... | |
class | AnalogAlphaToy |
This toy handles analog values (0-255) in a layer structure including alpha value (0=completely transparent, 255=fully opaque) and outputs the belended result of the layers on a single output. More... | |
class | AnalogAlphaValue |
Object containing a analog value (0-255) and a alpha value (0-255). More... | |
class | AnalogLayerDictionary |
A dictionary for AnalogAlphaLayer objects. More... | |
interface | IAnalogAlphaToy |
Common interface for toys supporting analog alpha layers. More... | |
interface | IRGBAToy |
Common interface for RGB toys supporting several layers of color with alpha value. More... | |
class | RGBALayer |
Layer object for toys supporting several layers of RGB colors with alpha channel. More... | |
class | RGBALayerDictionary |
Dictionary for RGBALayer objects. More... | |
class | RGBAToy |
Thie RGBAToy controls RGB leds and other gadgets displaying RGB colors. The RGBAToy has multilayer support with alpha channels. This allows the effects targeting RGBAToys to send their data to different layers. Values in a layer do also have a alpha/transparency channel which will allow us to blend the colors/values in the various layers (e.g. if a bottom layer is blue and top is a semi transparent red, you will get some mix of both or if one of the two blinks you get changing colors). The following picture might give you a clearer idea how the layers with their alpha channels work: More... | |