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|  | UIBatch () | 
|  | Construct with defaults. 
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|  | UIBatch (UIElement *element, BlendMode blendMode, const IntRect &scissor, Texture *texture, PODVector< float > *vertexData) | 
|  | Construct. 
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| void | SetColor (const Color &color, bool overrideAlpha=false) | 
|  | Set new color for the batch. Overrides gradient. 
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| void | SetDefaultColor () | 
|  | Restore UI element's default color. 
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| void | AddQuad (float x, float y, float width, float height, int texOffsetX, int texOffsetY, int texWidth=0, int texHeight=0) | 
|  | Add a quad. 
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| void | AddQuad (const Matrix3x4 &transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth=0, int texHeight=0) | 
|  | Add a quad using a transform matrix. 
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| void | AddQuad (int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight, bool tiled) | 
|  | Add a quad with tiled texture. 
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| void | AddQuad (const Matrix3x4 &transform, const IntVector2 &a, const IntVector2 &b, const IntVector2 &c, const IntVector2 &d, const IntVector2 &texA, const IntVector2 &texB, const IntVector2 &texC, const IntVector2 &texD) | 
|  | Add a quad with freeform points and UVs. Uses the current color, not gradient. Points should be specified in clockwise order. 
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| void | AddQuad (const Matrix3x4 &transform, const IntVector2 &a, const IntVector2 &b, const IntVector2 &c, const IntVector2 &d, const IntVector2 &texA, const IntVector2 &texB, const IntVector2 &texC, const IntVector2 &texD, const Color &colA, const Color &colB, const Color &colC, const Color &colD) | 
|  | Add a quad with freeform points, UVs and colors. Points should be specified in clockwise order. 
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| bool | Merge (const UIBatch &batch) | 
|  | Merge with another batch. 
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| unsigned | GetInterpolatedColor (float x, float y) | 
|  | Return an interpolated color for the UI element. 
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