Struct GUIScrollScope
Scope that make GUI elements inside scrolls
Implements
Examples
using AngeliA;
namespace AngeliaGame;
public class Example {
static Int2 ScrollPos;
[OnGameUpdate]
internal static void OnGameUpdate () {
var cameraRect = Renderer.CameraRect;
using (var scroll = new GUIScrollScope(cameraRect, ScrollPos, new Int2(0, -4096), new Int2(0, 4096))) {
ScrollPos = scroll.Position;
Renderer.Draw(BuiltInSprite.ICON_ENTITY, cameraRect.x + 1024, cameraRect.y, 0, 0, 0, 512, 512);
Renderer.Draw(BuiltInSprite.ICON_ENTITY, cameraRect.x + 1024, cameraRect.y + 1024, 0, 0, 0, 512, 512);
Renderer.Draw(BuiltInSprite.ICON_ENTITY, cameraRect.x + 1024, cameraRect.y + 2048, 0, 0, 0, 512, 512);
}
}
}
Constructors
GUIScrollScope(IRect, Int2, Int2, Int2, bool, bool, int)
Scope that make GUI elements inside scrolls
Declaration
public GUIScrollScope(IRect rect, Int2 position, Int2 min, Int2 max, bool mouseWheelForVertical = true, bool reverseMouseWheel = false, int layer = -2147483648)
Parameters
Type | Name | Description |
---|---|---|
IRect | rect | Content rect position in global space |
Int2 | position | Scroll position in global space |
Int2 | min | Minimal limitation for the scrolling |
Int2 | max | Maximal limitation for the scrolling |
bool | mouseWheelForVertical | True if the mouse wheel control vertical scroll instead of horizontal |
bool | reverseMouseWheel | True if the mouse wheel scroll should reverse in direction |
int | layer | Which render layer does it scrolls |
Fields
CellCount
Declaration
public readonly int CellCount
Layer
Declaration
public readonly int Layer
MousePosShift
Declaration
public readonly Int2 MousePosShift
Position
Declaration
public readonly Int2 Position
PrevMouseInputIgnoring
Declaration
public readonly bool PrevMouseInputIgnoring
Rect
Declaration
public readonly IRect Rect
Methods
Dispose()
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
Declaration
public void Dispose()