ObjectGui Class
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: | Object |
This class allows to create a flat GUI object that is positioned in the world and to which different widgets are assigned to be displayed. Basically, ObjectGui is a flat display to which a player can come to and click some buttons. GUI objects can undergo postprocessing filtering, for example, blurring or any other one.
When you create an instance of the ObjectGui class, it is automatically associated with an instance of the Gui class.
See Also#
ObjectGui Class
Members
static ObjectGui ( float width, float height, string name = 0 ) #
Constructor. Creates a new GUI object with given properties.Arguments
- float width - Physical width of the new GUI object in units.
- float height - Physical height of the new GUI object in units.
- string name - Path to the folder with GUI skin (the RC file and textures). If no value is specified, the default gui skin will be used.
void setBackground ( int background ) #
Sets a value indicating if the GUI background (black screen) should be rendered.Arguments
- int background - Positive number to render GUI background, 0 to keep it transparent.
int getBackground ( ) #
Returns a value indicating if GUI background (black screen) is rendered.Return value
Positive number if background is rendered; otherwise, 0.void setBillboard ( int billboard ) #
Sets a value indicating if the GUI object should be a billboard.Arguments
- int billboard - 1 to render the GUI object as a billboard; otherwise, 0.
int isBillboard ( ) #
Returns a value indicating if the GUI object is a billboard.Return value
1 if the GUI object is a billboard; otherwise, 0.void setControlDistance ( float distance ) #
Sets a distance, at which the GUI becomes controllable.Arguments
- float distance - New distance in units. If a negative value is provided, 0 will be used instead.
float getControlDistance ( ) #
Returns the distance, at which the GUI becomes controllable.Return value
Distance in units.void setDepthTest ( int test ) #
Sets a value indicating if depth test should be used for the GUI object.Arguments
- int test - Positive number to use depth test; otherwise, 0.
int getDepthTest ( ) #
Returns a value indicating if the GUI object uses depth test.Return value
1 if the GUI object uses depth test; otherwise, 0.Gui getGui ( ) #
Returns a Gui instance associated with the object. This function is used when assigning a widget to the GUI object.When you create an instance of the ObjectGui class, it is automatically associated with a Gui instance.
Return value
GUI associated with the object.void setMouse ( Vec3 p0, Vec3 p1, int mouse_button, int mouse_show ) #
Sets mouse cursor position in the virtual control mode.Arguments
- Vec3 p0 - Start point. A line segment between the start and the end points must intersect ObjectGui. The point of intersection determines x and y coordinates on the ObjectGui.
- Vec3 p1 - End point. A line segment between the start and the end points must intersect ObjectGui. The point of intersection determines x and y coordinates on the ObjectGui.
- int mouse_button - Mouse button status. Set 1 to indicate that the button is clicked; otherwise, 0.
- int mouse_show - Mouse cursor status. Set 1 to show mouse cursor; otherwise, 0.
void setMouseMode ( int mode ) #
Sets mouse mode. This method can be used to set a virtual control mode for the mouse.Arguments
- int mode - Mouse mode. One of the MOUSE_* variables.
int getMouseMode ( ) #
Returns the current mouse mode.Return value
Mouse mode. One of the MOUSE_* variables.void setMouseShow ( int show ) #
Sets a value indicating if the mouse cursor should be rendered in the GUI object.Arguments
- int show - Positive number to render the mouse cursor; otherwise, 0.
int getMouseShow ( ) #
Returns a value indicating if the mouse cursor is rendered in the GUI object.Return value
1 if the cursor is rendered; otherwise, 0.float getPhysicalHeight ( ) #
Returns the physical height of the GUI object.Return value
Height in units.void setPhysicalSize ( float width, float height ) #
Sets physical dimensions of the GUI object.Arguments
- float width - New width in units. If a negative value is provided, 0 will be used instead.
- float height - New height in units. If a negative value is provided, 0 will be used instead.
float getPhysicalWidth ( ) #
Returns the physical width of the GUI object.Return value
Width in units.void setPolygonOffset ( float offset ) #
Sets an offset of the GUI object above the background to avoid z-fighting.Arguments
- float offset - Polygon offset in units. If a negative value is provided, 0 will be used instead.
float getPolygonOffset ( ) #
Returns an offset of the GUI object above the background to avoid z-fighting.Return value
Polygon offset in units.int getScreenHeight ( ) #
Returns the screen height of the GUI object.Return value
Height in pixels.void setScreenSize ( int width, int height ) #
Sets screen dimensions of the GUI object.Arguments
- int width - New width in pixels. If a negative value is provided, 0 will be used instead.
- int height - New height in pixels. If a negative value is provided, 0 will be used instead.
int getScreenWidth ( ) #
Returns the screen width of the GUI object.Return value
Width in pixels.static int type ( ) #
Returns the type of the node.Return value
Object type identifier.Last update:
2021-12-13
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