UIComponent¶
UIComponent API exposed to Lua and C++ gameplay code.
Properties¶
Writing a component field
Some fields take effect only once the matching needUpdate… flag is set too. See
Writing components directly.
| Name | Languages |
|---|---|
loaded |
C++ | Lua (read-only) |
minBufferCount |
C++ | Lua (read-only) |
minIndicesCount |
C++ | Lua (read-only) |
primitiveType |
C++ | Lua |
vertexCount |
C++ | Lua (read-only) |
texture |
C++ | Lua |
color |
C++ | Lua |
onGetFocus |
C++ | Lua |
onLostFocus |
C++ | Lua |
onPointerEnter |
C++ | Lua |
onPointerLeave |
C++ | Lua |
onPointerMove |
C++ | Lua |
onPointerDown |
C++ | Lua |
onPointerUp |
C++ | Lua |
onClick |
C++ | Lua |
onDoubleClick |
C++ | Lua |
onDragStart |
C++ | Lua |
onDrag |
C++ | Lua |
onDragEnd |
C++ | Lua |
automaticFlipY |
C++ | Lua |
flipY |
C++ | Lua |
pointerMoved |
C++ | Lua (read-only) |
focused |
C++ | Lua (read-only) |
needReload |
C++ | Lua |
needUpdateBuffer |
C++ | Lua |
needUpdateTexture |
C++ | Lua |
buffer |
C++ |
indices |
C++ |
render |
C++ |
shader |
C++ |
shaderProperties |
C++ |
slotVSParams |
C++ |
slotFSParams |
C++ |
Property details¶
color¶
The tint multiplied with the widget's texture, as linear RGBA — not sRGB.
The object wrappers convert for you: Image::setColor,
Text::setColor and the Button state colours all take an sRGB value
and store the linear one, and their getters convert back. Writing ui.color directly,
from C++ or Lua, sets the linear value with no conversion.
The same goes for a colour written into a .scene or .bundle file by hand or by a
tool: it reaches this field unconverted, so it has to be authored linear. A panel
written as 0.07 renders like sRGB 0.29, not like the dark value it looks like in the
file. The editor's colour picker already shows and edits the sRGB form of the stored
value, so colours set in the Properties window need nothing.