UserInterface Fields |
The UserInterface type exposes the following members.
Name | Description | |
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Active |
The currently active user interface instance.
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ActiveEntity | Current active entity, eg last entity user interacted with. | |
AfterDraw | Callback to execute every frame after entity is rendered. | |
AfterUpdate | Callback to execute every frame after entity update. | |
BeforeDraw | Callback to execute every frame before entity is rendered. | |
BeforeUpdate | Callback to execute every frame before entity update. | |
BlendState |
Blend state to use when rendering UI.
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CursorScale | Cursor rendering size. | |
DebugDraw |
If true, will add debug rendering to UI.
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DefaultParagraph |
Create a default paragraph instance.
GeonBit.UI entities use this method when need to create a paragraph, so you can override this to change which paragraph type the built-in
entities will use by-default (for example Buttons text, SelectList items, etc.).
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DrawUtils | Draw utils helper. Contain general drawing functionality and handle effects replacement. | |
GenerateTooltipFunc |
The function used to generate tooltip text on entities.
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IncludeCursorInRenderTarget |
If using render targets, should the curser be rendered inside of it?
If false, cursor will draw outside the render target, when presenting it.
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KeyboardInputProvider |
The object that provide keyboard and typing input for GeonBit UI.
By default it uses internal implementation that uses MonoGame keyboard input.
If you want to use alternative typing methods, you can override and replace this instance
with your own object that emulates keyboard input.
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MouseInputProvider |
The object that provide mouse input for GeonBit UI.
By default it uses internal implementation that uses MonoGame mouse input.
If you want to use things like Touch input, you can override and replace this instance
with your own object that emulates mouse input from different sources.
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OnClick | Callback to execute when user clicks on an entity (eg release mouse over it). | |
OnEntitySpawn | Callback to execute every time a new entity is spawned (note: spawn = first time Update() is called on this entity). | |
OnFocusChange | Callback to execute every time an entity focus changes. | |
OnMouseDown | Callback to execute when mouse button is pressed over an entity (called once when button is pressed). | |
OnMouseEnter | Callback to execute when mouse start hovering over an entity (eg enters its region). | |
OnMouseLeave | Callback to execute when mouse stop hovering over an entity (eg leaves its region). | |
OnMouseReleased | Callback to execute when mouse button is released over an entity (called once when button is released). | |
OnMouseWheelScroll | Callback to execute when mouse wheel scrolls and an entity is the active entity. | |
OnRightClick | Callback to execute when user clicks on an entity with right mouse button (eg release mouse over it). | |
OnRightMouseDown | Callback to execute when right mouse button is pressed over an entity (called once when button is pressed). | |
OnStartDrag | Called when entity starts getting dragged (only if draggable). | |
OnStopDrag | Called when entity stop getting dragged (only if draggable). | |
OnValueChange | Callback to execute when any entity value changes (relevant only for entities with value). | |
OnVisiblityChange | Callback to execute every time the visibility property of an entity change. | |
RenderTargetTransformMatrix |
Optional transformation matrix to apply when drawing with render targets.
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SamplerState |
Sampler state to use when rendering UI.
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ScreenHeight | Screen height. | |
ScreenWidth | Screen width. | |
ShowCursor | Whether or not to draw the cursor. | |
SilentSoftErrors |
If true, GeonBit.UI will not raise exceptions on sanity checks, validations, and errors which are not critical.
For example, trying to select a value that doesn't exist from a list would do nothing instead of throwing exception.
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TimeToShowTooltipText |
How long to wait before showing tooltip texts.
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VERSION | Current GeonBit.UI version identifier. | |
WhileDragging | Called every frame while entity is being dragged. | |
WhileMouseDown | Callback to execute every frame while mouse button is pressed over an entity. | |
WhileMouseHover | Callback to execute every frame while mouse is hovering over an entity, unless mouse button is down. | |
WhileMouseHoverOrDown | Callback to execute every frame while mouse is hovering over an entity, even if mouse button is down. | |
WhileRightMouseDown | Callback to execute every frame while right mouse button is pressed over an entity. |