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RealtimeDisplayMode Events

The RealtimeDisplayMode type exposes the following members.

Events
  NameDescription
Public eventHudLockButtonDoubleClicked
Public eventHudLockButtonLeftClicked
Public eventHudLockButtonPressed Obsolete.
Listen tot his event if you want to handle the lock button control
Public eventHudLockButtonRightClicked
Public eventHudPauseButtonDoubleClicked
Public eventHudPauseButtonLeftClicked
Public eventHudPauseButtonPressed Obsolete.
Listen tot his event if you want to handle the pause button control
Public eventHudPauseButtonRightClicked
Public eventHudPlayButtonDoubleClicked
Public eventHudPlayButtonLeftClicked
Public eventHudPlayButtonPressed Obsolete.
Listen to this event if you want to handle the play button control.
Public eventHudPlayButtonRightClicked
Public eventHudPostEffectsOffButtonDoubleClicked
Public eventHudPostEffectsOffButtonLeftClicked
Public eventHudPostEffectsOffButtonRightClicked
Public eventHudPostEffectsOnButtonDoubleClicked
Public eventHudPostEffectsOnButtonLeftClicked
Public eventHudPostEffectsOnButtonRightClicked
Public eventHudProductNameDoubleClicked
Public eventHudProductNameLeftClicked
Public eventHudProductNamePressed Obsolete.
Listen tot his event if you want to handle a press on the product name component
Public eventHudProductNameRightClicked
Public eventHudStatusTextDoubleClicked
Public eventHudStatusTextLeftClicked
Public eventHudStatusTextPressed Obsolete.
Listen tot his event if you want to handle a press on the status text component
Public eventHudStatusTextRightClicked
Public eventHudTimeDoubleClicked
Public eventHudTimeLeftClicked
Public eventHudTimePressed Obsolete.
Listen tot his event if you want to handle a press press on the time component
Public eventHudTimeRightClicked
Public eventHudUnlockButtonDoubleClicked
Public eventHudUnlockButtonLeftClicked
Public eventHudUnlockButtonPressed Obsolete.
Listen tot his event if you want to handle the unlock button control
Public eventHudUnlockButtonRightClicked
Public eventMaxPassesChanged
Listen to this if you want to handle changes in maximum pass count through the HUD.
Public eventOnDisplayPipelineSettingsChanged
Public eventOnDrawMiddleground
Public eventOnInitFramebuffer
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See Also