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Scripting/SUIImage

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Revision as of 17:40, 27 December 2020 by Voidtech (Talk | contribs) (Added simple examples to all members (18) of SUIImage)

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Properties

AlphaHitTestMinimumThreshold

float AlphaHitTestMinimumThreshold { get; set; }

The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a "hit" on the Image.


Color

SColor Color { get; set; }

Default Color of UIImage

Space.Host.ExecutingObject.UIImage.Color= Color.Red


FillAmount

float FillAmount { get; set; }

Amount of the Image shown

Space.Host.ExecutingObject.UIImage.FillAmount = 0.5


FillCenter

bool FillCenter { get; set; }

Whether or not to render the center

Space.Host.ExecutingObject.UIImage.FillCenter = true


FillClockwise

bool FillClockwise { get; set; }

Whether the Image should be filled clockwise (true) or counter-clockwise (false).

Space.Host.ExecutingObject.UIImage.FillClockwise = true


FillOrigin

int FillOrigin { get; set; }

Controls the origin point of the Fill process.

Space.Host.ExecutingObject.UIImage.FillOrigin = 0


HasBorder

bool HasBorder { get; }

True if the sprite used has borders.

imgHasBorder = Space.Host.ExecutingObject.UIImage.HasBorder 


Material

SMaterial Material { get; set; }

The specified Material used by this Image. The default Material is used instead if one wasn't specified.

imageMaterial = Space.Host.ExecutingObject.UIImage.Material 


PreserveAspect

bool PreserveAspect { get; set; }

Whether this image should preserve its Sprite aspect ratio.

Space.Host.ExecutingObject.UIImage.PreserveAspect = true 


Sprite

SResource Sprite { get; set; }

The sprite that is used to render this image.

imageSprite= Space.Host.ExecutingObject.UIImage.Sprite 


FlexibleHeight

float FlexibleHeight { get;}

The extra relative height this UIImage should be allocated if there is additional available space. (Used by the Layout system)

flexHeight = Space.Host.ExecutingObject.UIImage.FlexibleHeight


FlexibleWidth

float FlexibleWidth { get;}

The extra relative width this UIImage should be allocated if there is additional available space. (Used by the Layout system)

flexWidth = Space.Host.ExecutingObject.UIImage.FlexibleWidth


MinHeight

float MinHeight { get;}

The minimum height this UIImage may be allocated.(Used by the Layout system).

minHeight = Space.Host.ExecutingObject.UIImage.MinHeight


MinWidth

float MinWidth { get;}

The minimum width this UIImage may be allocated. (Used by the Layout system).

minWidth = Space.Host.ExecutingObject.UIImage.MinWidth


PreferredHeight

float PreferredHeight { get;}

The preferred height this UIImage should be allocated if there is sufficient space. (Used by the Layout system)

prefHeight = Space.Host.ExecutingObject.UIImage.PreferredHeight


PreferredWidth

bool PreferredWidth { get; }

The preferred width this UIImage should be allocated if there is sufficient space. (Used by the Layout system)

prefWidth = Space.Host.ExecutingObject.UIImage.PreferredWidth


LayoutPriority

int LayoutPriority {get;}

The layout priority of this UIText component.(Used by the Layout system.)

layoutPrio = Space.Host.ExecutingObject.UIImage.LayoutPriority)


PixelsPerUnit

float PixelsPerUnit {get;}

Provides information about how fonts are scale to the screen.

For dynamic fonts, the value is equivalent to the scale factor of the canvas. For non-dynamic fonts, the value is calculated from the requested text size and the size from the font.

ppUnit = Space.Host.ExecutingObject.UIImage.PixelsPerUnit