UiWidget
Extends: BGE.GameEntity
Base Abstract class for all UI Elements
Properties
customPosition(boolean) — If position = "custom", then m.customX is horizontal position of this element from the parent position ' and m.customY is the vertical position of this element from the parent position (positive is down)customX(float)customY(float)horizAlign(string) — If customPosition is false, this dictates where horizontally in the container this element should go. Can be: "left", "center" or "right"vertAlign(string) — If customPosition is false, this dictates where vertically in the container this element should go. Can be: "top", "center" or "bottom"width(integer) — Width of the elementheight(integer) — Height of the elementcanvas(BGE.Canvas)padding(OffsetSize)margin(OffsetSize)
Constructor
new UiWidget(game: BGE.Game): UiWidgetParameters
game(BGE.Game)
Instance Methods
getValue(): dynamic
Function to get the value of the UI element
Returns
dynamic
draw(parent?: UiWidget): void
Method called each frame to draw any images of this entity
Parameters
parent(UiWidget, optional, default: "invalid") — the parent of this Ui Element - will be an object with {x, y, width, height}
Returns
void
setCanvas(canvas?: BGE.Canvas): void
Set the canvas this UIWidgetDraws to
Parameters
canvas(BGE.Canvas, optional, default: "invalid") — The canvas this should draw to - if invalid, then will draw to the game canvas
Returns
void
repositionBasedOnParent(parent?: UiWidget): void
Method called each frame to reposition
Parameters
parent(UiWidget, optional, default: "invalid") — the parent of this Ui Element - will be an object with {x, y, width, height}
Returns
void
getWorldPosition(parent?: UiWidget): BGE.Math.Vector
Method called each frame to draw any images of this entity
Parameters
parent(UiWidget, optional, default: "invalid") — the parent of this Ui Element
Returns
BGE.Math.Vector
isValid(): boolean
Inherited from BGE.GameEntity#isValid
Overrides: BGE.GameEntity#isValid
Is this still a valid entity?
Returns
boolean
invalidate(): void
Inherited from BGE.GameEntity#invalidate
Overrides: BGE.GameEntity#invalidate
Marks this entity as invalid, so it will be cleared/destroyed at the end of the frame
Returns
void
onCreate(args: roAssociativeArray): void
Inherited from BGE.GameEntity#onCreate
Overrides: BGE.GameEntity#onCreate
Method to be called when this entity is added to a Game. Override in subclass
Parameters
args(roAssociativeArray)
Returns
void
onUpdate(deltaTime: float): void
Inherited from BGE.GameEntity#onUpdate
Overrides: BGE.GameEntity#onUpdate
Method for handling any updates based on time since previous frame
Parameters
deltaTime(float) — milliseconds since last frame
Returns
void
onCollision(
myCollider: Collider,
otherCollider: Collider,
otherEntity: GameEntity,
): void
Inherited from BGE.GameEntity#onCollision
Overrides: BGE.GameEntity#onCollision
Method for processing all collisions
Parameters
myCollider(Collider) — the collider of this entity that collidedotherCollider(Collider) — the collider of the other entity in the collisionotherEntity(GameEntity) — the entity that owns the other collider
Returns
void
onDrawBegin(
Renderer: renderer,
gameRenderer: Renderer,
uiRenderer: Renderer,
): void
Inherited from BGE.GameEntity#onDrawBegin
Overrides: BGE.GameEntity#onDrawBegin
Method called each frame before drawing any images of this entity
Parameters
Renderer(renderer) — the Renderer images will be drawn togameRenderer(Renderer)uiRenderer(Renderer)
Returns
void
onDrawEnd(
canvas: Renderer,
gameRenderer: Renderer,
uiRenderer: Renderer,
): void
Inherited from BGE.GameEntity#onDrawEnd
Overrides: BGE.GameEntity#onDrawEnd
Method called each frame after drawing all images of this entity
Parameters
Returns
void
onInput(input: GameInput): void
Inherited from BGE.GameEntity#onInput
Overrides: BGE.GameEntity#onInput
Method to process input per frame
Parameters
input(GameInput) — GameInput object for the last frame
Returns
void
onECPKeyboard(char: integer): void
Inherited from BGE.GameEntity#onECPKeyboard
Overrides: BGE.GameEntity#onECPKeyboard
Method to process an ECP keyboard event
Parameters
char(integer)
Returns
void
onECPInput(data: roInputEvent): void
Inherited from BGE.GameEntity#onECPInput
Overrides: BGE.GameEntity#onECPInput
Method to process an External Control Protocol event
Parameters
data(roInputEvent)
Returns
void
onAudioEvent(msg: roAudioPlayerEvent): void
Inherited from BGE.GameEntity#onAudioEvent
Overrides: BGE.GameEntity#onAudioEvent
Method to handle audio events
Parameters
msg(roAudioPlayerEvent) — roAudioPlayerEvent
Returns
void
onPause(): void
Inherited from BGE.GameEntity#onPause
Overrides: BGE.GameEntity#onPause
Called when the game pauses
Returns
void
onResume(pauseTimeMs: integer): void
Inherited from BGE.GameEntity#onResume
Overrides: BGE.GameEntity#onResume
Called when the game unpauses
Parameters
pauseTimeMs(integer) — The number of milliseconds the game was paused
Returns
void
onUrlEvent(msg: roUrlEvent): void
Inherited from BGE.GameEntity#onUrlEvent
Overrides: BGE.GameEntity#onUrlEvent
Called on url event
Parameters
msg(roUrlEvent) — roUrlEvent
Returns
void
onGameEvent(eventName: string, data: roAssociativeArray): void
Inherited from BGE.GameEntity#onGameEvent
Overrides: BGE.GameEntity#onGameEvent
General purpose event handler for in-game events.
Parameters
eventName(string) — Event name that describes the event typedata(roAssociativeArray) — Any extra data to go along with the event
Returns
void
onChangeRoom(newRoom: Room): void
Inherited from BGE.GameEntity#onChangeRoom
Overrides: BGE.GameEntity#onChangeRoom
Method called when the current room changes. This method is only called when the entity is marked as persistant, otherwise entities are destroyed on room changes.
Parameters
newRoom(Room) — The next room
Returns
void
onDestroy(): void
Inherited from BGE.GameEntity#onDestroy
Overrides: BGE.GameEntity#onDestroy
Method called when this entity is destroyed
Returns
void
addCircleCollider(
colliderName: string,
radius: float,
offset_x?: float,
offset_y?: float,
enabled?: boolean,
): CircleCollider
Inherited from BGE.GameEntity#addCircleCollider
Overrides: BGE.GameEntity#addCircleCollider
Adds a circle collider to this entity
Parameters
colliderName(string) — Name of the collider (only one collider with the same name can be added)radius(float) — radius of the circleoffset_x(float, optional, default: 0) — horizontal offset from entity position of centre of the circleoffset_y(float, optional, default: 0) — vertical offset from entity position of centre of the circleenabled(boolean, optional, default: true) — is this collider enabled?
Returns
addRectangleCollider(
colliderName: string,
width: float,
height: float,
offset_x?: float,
offset_y?: float,
enabled?: boolean,
): RectangleCollider
Inherited from BGE.GameEntity#addRectangleCollider
Overrides: BGE.GameEntity#addRectangleCollider
Adds a rectangle collider to this entity
Parameters
colliderName(string) — Name of the collider (only one collider with the same name can be added)width(float) — Width of rectangleheight(float) — Height of rectangleoffset_x(float, optional, default: 0) — horizontal offset from entity position of left edge of rectangleoffset_y(float, optional, default: 0) — vertical offset from entity position of bottom edge of rectangle (top edge is at offset_y - height)enabled(boolean, optional, default: true) — is this collider enabled?
Returns
addCollider(colliderToAdd: Collider): Collider
Inherited from BGE.GameEntity#addCollider
Overrides: BGE.GameEntity#addCollider
Adds a collider that has already been constructed
Parameters
colliderToAdd(Collider) — the collider to add (only one collider with the same name can be added)
Returns
getCollider(colliderName: string): Collider
Inherited from BGE.GameEntity#getCollider
Overrides: BGE.GameEntity#getCollider
Gets a collider based on its name
Parameters
colliderName(string) — The name of the collider to find
Returns
removeCollider(colliderName: string): void
Inherited from BGE.GameEntity#removeCollider
Overrides: BGE.GameEntity#removeCollider
Removes a collider by its name
Parameters
colliderName(string) — the name of the collider to remove
Returns
void
clearAllColliders(): void
Inherited from BGE.GameEntity#clearAllColliders
Overrides: BGE.GameEntity#clearAllColliders
Remove all colliders from this entity
Returns
void
addImage(
regionName?: string,
imageName: string,
region: roRegion,
args?: roAssociativeArray,
insertPosition?: integer,
): Image
Inherited from BGE.GameEntity#addImage
Overrides: BGE.GameEntity#addImage
Adds a basic image (non-animated) to be drawn for this entity
Parameters
regionName(string, optional, default: "\"\"") — an optional unique name for the region, used for caching image dataimageName(string) — Name of the imageregion(roRegion) — anroRegionof a bitmap to drawargs(roAssociativeArray, optional, default: "{}") — any extra properties to set (e.g. offset_x, offset_y, rotation, scale_x, scale_y, etc.)insertPosition(integer, optional, default: -1) — the position/order in the images array where the image should be added (defaults to being added at the end)
Returns
addAnimatedImage(
imageName: string,
regions: Array.<roRegion>,
args?: roAssociativeArray,
insertPosition?: integer,
): AnimatedImage
Inherited from BGE.GameEntity#addAnimatedImage
Overrides: BGE.GameEntity#addAnimatedImage
Adds a animated image to be drawn for this entity. Animated images cycle through regions of a bitmap (e.g. spritesheet)
Parameters
imageName(string) — Name of the imageregions(Array.<roRegion>) — an array ofroRegionof a bitmap to drawargs(roAssociativeArray, optional, default: "{}") — any extra properties to set (e.g. offset_x, offset_y, rotation, scale_x, scale_y, etc.)insertPosition(integer, optional, default: -1) — the position/order in the images array where the image should be added (defaults to being added at the end)
Returns
addSprite(
bitmap: roBitmap,
imageName: string,
spriteSheet: roBitmap,
cellWidth: integer,
cellHeight: integer,
args?: roAssociativeArray,
insertPosition?: integer,
): Sprite
Inherited from BGE.GameEntity#addSprite
Overrides: BGE.GameEntity#addSprite
Adds a Sprite to be drawn for this entity. Sprites can have specific animations configured buy choosing series of cells from a sprite sheet
Parameters
bitmap(roBitmap) — the bitmap object to use for teh SpriteSheet (e.g response from game.getBitmap("bitmap_name"))imageName(string) — Name of the imagespriteSheet(roBitmap)cellWidth(integer) — the height in pixels of a dingle cell in the spritecellHeight(integer) — the height in pixels of a dingle cell in the spriteargs(roAssociativeArray, optional, default: "{}") — any extra properties to set (e.g. offset_x, offset_y, rotation, scale_x, scale_y, etc.)insertPosition(integer, optional, default: -1) — the position/order in the images array where the image should be added (defaults to being added at the end)
Returns
addRectangle(
rectangleName: string,
width: float,
height: float,
args?: roAssociativeArray,
insertPosition?: integer,
): DrawableRectangle
Inherited from BGE.GameEntity#addRectangle
Overrides: BGE.GameEntity#addRectangle
Adds a rectangle to be drawn for this entity. The rectangle's top left corner sits at the entity's position (plus the drawable's own offset), and it extends width to the right and height downwards in world space.
Parameters
rectangleName(string) — Name of the rectanglewidth(float) — width of the rectangle in world unitsheight(float) — height of the rectangle in world unitsargs(roAssociativeArray, optional, default: "{}") — any extra properties to set (e.g. color, outlineRGBA, outlineWidth, filled, offset, rotation, scale, drawMode)insertPosition(integer, optional, default: -1) — the position/order in the drawables array where the rectangle should be added (defaults to being added at the end)
Returns
addDrawable(
imageName: string,
drawableObject: Drawable,
insertPosition?: integer,
): Drawable
Inherited from BGE.GameEntity#addDrawable
Overrides: BGE.GameEntity#addDrawable
Adds any Drawable/Image object to this entity
Parameters
imageName(string) — Name of the imagedrawableObject(Drawable) — The image to be addedinsertPosition(integer, optional, default: -1) — the position/order in the images array where the image should be added (defaults to being added at the end)
Returns
getDrawable(imageName: string, drawableName: string): Drawable
Inherited from BGE.GameEntity#getDrawable
Overrides: BGE.GameEntity#getDrawable
Gets a drawable by its name from the lookup table
Parameters
imageName(string) — Name of drawable to getdrawableName(string)
Returns
removeDrawable(drawableName: string): void
Inherited from BGE.GameEntity#removeDrawable
Overrides: BGE.GameEntity#removeDrawable
Removes a drawable from the entity
Parameters
drawableName(string) — Name of drawable to remove
Returns
void
updateTransformationMatrix(): void
Inherited from BGE.GameEntity#updateTransformationMatrix
Overrides: BGE.GameEntity#updateTransformationMatrix
Returns
void
movedLastFrame(): boolean
Inherited from BGE.GameEntity#movedLastFrame
Overrides: BGE.GameEntity#movedLastFrame
Returns
boolean
getStaticVariable(staticVariableName: string): dynamic
Inherited from BGE.GameEntity#getStaticVariable
Overrides: BGE.GameEntity#getStaticVariable
TODO: work on statics
Parameters
staticVariableName(string)
Returns
dynamic
setStaticVariable(
staticVariableName: string,
staticVariableValue: dynamic,
): void
Inherited from BGE.GameEntity#setStaticVariable
Overrides: BGE.GameEntity#setStaticVariable
TODO: work on statics
Parameters
staticVariableName(string)staticVariableValue(dynamic)
Returns
void
addInterface(interfaceName: string): void
Inherited from BGE.GameEntity#addInterface
Overrides: BGE.GameEntity#addInterface
TODO: work on Interfaces
Parameters
interfaceName(string)
Returns
void
hasInterface(interfaceName: string): boolean
Inherited from BGE.GameEntity#hasInterface
Overrides: BGE.GameEntity#hasInterface
TODO: work on Interfaces
Parameters
interfaceName(string)
Returns
boolean
debugDraw(
renderObj: Renderer,
drawAxes?: boolean,
drawName?: boolean,
): void
Inherited from BGE.GameEntity#debugDraw
Overrides: BGE.GameEntity#debugDraw
Draws the entity's axes and/or its name
Parameters
renderObj(Renderer)drawAxes(boolean, optional, default: false)drawName(boolean, optional, default: false)
Returns
void