Libraries.Interface.Views.LabelBoxView Documentation
Inherits from: Libraries.Interface.Item, Libraries.Interface.Item2D, Libraries.Language.Object, Libraries.Interface.Views.View2D, Libraries.Interface.Views.ControlView
Variables Table
Variables | Description |
---|---|
integer BOTTOM | |
integer TOP | |
integer ALL | Bitmask representing which sides of the box have borders. |
integer RIGHT | |
integer NONE | |
integer LEFT |
Actions Documentation
Add(integer index, Libraries.Interface.Item2D newItem)
This action adds a different Item2D into this one, storing the added Item2D at a specific index in the internal array.
Parameters
- integer index
- Libraries.Interface.Item2D
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child
parentItem:Add(0, child)
Add(Libraries.Interface.Item2D newItem)
This action adds a different Item2D into this one. This makes a few things happen. 1. The added item will get this item as its parent. 2. The added item's x and y coordinates will become relative to this Item. 3. Most actions on this Item will also affect the added Item.
Parameters
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child
parentItem:Add(child)
AddBehavior(Libraries.Interface.Behaviors.Behavior behavior)
AddFocusListener(Libraries.Interface.Events.FocusListener listener)
This action adds a FocusListener to the Item. When the Item receives a FocusEvent due to either gaining or losing the focus, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.FocusListener
Item myItem
FocusListener listener
myItem:AddFocusListener(listener)
AddGestureListener(Libraries.Interface.Events.GestureListener listener)
This action adds a GestureListener to the Item. If the Item ever receives a GestureEvent, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.GestureListener
Item myItem
GestureListener listener
myItem:AddGestureListener(listener)
AddMouseListener(Libraries.Interface.Events.MouseListener listener)
This action adds a MouseListener to the Item. If the Item ever receives a MouseEvent due to a mouse click, the mouse listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseListener
Item myItem
MouseListener listener
myItem:AddMouseListener(listener)
AddMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)
This action adds a MouseMovementListener to the Item. If the Item ever receives a MouseEvent due to mouse movement, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseMovementListener
Item myItem
MouseMovementListener listener
myItem:AddMouseMovementListener(listener)
AddMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)
This action adds a MouseWheelListener to the Item. If the Item ever receives a MouseEvent due to the mouse wheel being scrolled, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseWheelListener
Item myItem
MouseWheelListener listener
myItem:AddMouseWheelListener(listener)
AddTouchListener(Libraries.Interface.Events.TouchListener listener)
This action adds a TouchListener to the Item. If the Item ever receives a TouchEvent, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.TouchListener
Item myItem
TouchListener listener
myItem:AddTouchListener(listener)
Advance(number time)
This action is used to advance the item forward in time in physics space to synchronize it for time of impact solving. This action is used internally and users should not need to use this action. Attribute Parameter time The amount of seconds to advance the item forward in time
Parameters
- number time
ApplyAngularImpulse(number impulse)
This action applies an angular impulse to this item. The units are in kilogram units squared per second. This modifies the angular velocity of this item. Physics must be enabled on this item before using this action.
Parameters
- number impulse: The angular impulse in kilogram units squared per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:ApplyAngularImpulse(80)
ApplyForce(Libraries.Compute.Vector2 force, Libraries.Compute.Vector2 point)
This action applies a force to this item at the passed point. The force is in kilogram units per second per second. The point is the screen coordinates where the point will be applied. If the point is not on the center of the item, then a torque will be introduced causing the item to rotate. Physics must be enabled on this item before using this action.
Parameters
- Libraries.Compute.Vector2: The force to apply to the item in kilogram units per second per second
- Libraries.Compute.Vector2: The point at which to apply the force
Example
use Libraries.Compute.Vector2
use Libraries.Interface.Item2D
Item2D item
Vector2 force
Vector2 point
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
point:Set(100, 100) // apply the force to the top right corner of the item
item:ApplyForce(force, point)
ApplyForceToCenter(Libraries.Compute.Vector2 force)
This action applies a force to this item at the center of the item. The force is in kilogram units per second per second. No torque is introduced to the item when using this action. Physics must be enabled on this item before using this action.
Parameters
- Libraries.Compute.Vector2: The force to apply to the item in kilogram units per second per second
Example
use Libraries.Compute.Vector2
use Libraries.Interface.Item2D
Item2D item
Vector2 force
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:ApplyForce(force)
ApplyLinearImpulse(Libraries.Compute.Vector2 impulse, Libraries.Compute.Vector2 point)
This action applies a linear impulse to this item at the passed point. The impulse is in kilogram units per second. This immeadietly modifies the linear velocity of this item. The point is the screen coordinates where the impulse will be applied. If the point is not the center of the item, then the angular velocity of this item will also be modified. Physics must be enabled on this item before using this action.
Parameters
- Libraries.Compute.Vector2: The impulse to apply in kilogram units per second
- Libraries.Compute.Vector2: The point at which to apply the impulse
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 impulse
Vector2 point
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
impulse:Set(100)
point:Set(100, 100) // apply the impulse to the top right corner
item:ApplyLinearImpulse(impulse, point)
ApplyTorque(number torque)
This action applies a torque to this item. The units are kilogram units squared per second per second. Physics must be enabled on this item before using this action.
Parameters
- number torque: The torque to apply to this item in kilogram units squared per second per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:ApplyTorque(350)
AreChildrenProcessingMouseEvents()
This action returns whether or not this Item is allowing its children to receive mouse events if the Item is custom drawing. If the Item isn't using custom drawing, this value is irrelevant -- children objects always receive mouse events before the parent if the parent isn't performing custom drawing.
Return
boolean:
BeginCollision(Libraries.Interface.Item item)
This action is used to indicate that two items have just begun colliding. When two Items collide, the BeginCollision action should be called on both of them, with the other item passed as a parameter to the action. Note that this action does nothing by default, but classes that inherit from Item may override it.
Parameters
- Libraries.Interface.Item: The other Item involved in the collision.
Example
use Libraries.Interface.Item
Item collider1
Item collider2
collider1:BeginCollision(collider2)
collider2:BeginCollision(collider1)
BeginMouseOver()
CanRotate(boolean flag)
This action gets the position of the center of this item in global (world) coordinates.
Parameters
- boolean flag
CancelBehaviors()
This action stops all behaviors this Item is following without finishing them.
ClickedMouse()
CollideWithChildren()
This action sets the mass, mass moment of inertia, and how the 2D item should move (via linear velocity) to be at the desired location.
Return
boolean:
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Example
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
ComputeDistance(Libraries.Compute.Vector2 point, integer childIndex, Libraries.Compute.Vector2 normalOut)
This action computes the distance of the passed point from the collision shape attached to this item. This action is used internally and users should not need to use this action.
Parameters
- Libraries.Compute.Vector2: The vector representing the point to compute the distance from
- integer childIndex: The index of the collision shape attached to this item we want the bounding box of
- Libraries.Compute.Vector2: The direction of the point from the shape
Return
number: The distance of the point from the collision shape of this item
Contains(number containsX, number containsY)
This action tests if a point in global x,y coordinates is contained inside this Item2D. The global coordinates are considered to be the x and y coordinates of this Item plus its offsetX and offsetY values.
Parameters
- number containsX
- number containsY
Return
boolean: Whether or not the point is contained in this Item.
Example
use Libraries.Interface.Item2D
Item2D item
item:SetPosition(50, 50)
item:SetWidth(100)
item:SetHeight(50)
boolean value = item:Contains(125, 70)
Copy()
CreateNodes(Libraries.Game.Collision.BroadphaseCollision2D broadphase, Libraries.Game.Collision.PhysicsPosition2D transform)
This action creates the nodes for this item for the broadphase collision. This action is needed in order to add the item to the collision detection system. This action is used internally and users should not need to use this action.
Parameters
- Libraries.Game.Collision.BroadphaseCollision2D: The broadphase to add this item to
- Libraries.Game.Collision.PhysicsPosition2D: The current position of the item in physics space
DestroyNodes(Libraries.Game.Collision.BroadphaseCollision2D broadphase)
This action destroys the nodes for this item for the broadphase collision, essentially removing it from the collision detection system. This action is used internally and users should not need to use this action.
Parameters
- Libraries.Game.Collision.BroadphaseCollision2D: The broadphase to remove this item's nodes from
Dispose()
This action is used to free up any additional memory that is being used by this Item for purposes such as graphics. Note that the Item class doesn't have any extra memory that needs to be released with this action, but some classes which inherit from Item, such as Libraries.Game.Graphics.Drawable, do.
DisposeAll()
This action is used to call Dispose on this Item and on the entire children hierarchy of this Item.
DisposeChildren()
This action is used to call Dispose on the entire children hierarchy of this Item. This will not call Dispose on this Item.
Draw(Libraries.Game.Graphics.Painter2D painter)
The Draw action is used to perform custom drawing on this Item and its children. This is only called during the Game engine's draw phase if this Item has enabled custom drawing via the SetCustomDrawing action. This is an advanced feature, and shouldn't be used by most users. If custom drawing is enabled, this action should be overriden -- if it isn't, the Item will attempt to provide default rendering for itself, its view, and its children, without regard to depth buffering. This action is responsible for instructing the provided Painter on how to draw this item, the view, and its children, and in what order to do so.
Parameters
Empty()
This action will remove all items from this item's children hierarchy. Note that this will not empty the hierarchies of the contained Items.
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child1
Item2D child2
Item2D grandchild
parentItem:Add(child1)
parentItem:Add(child2)
child1:Add(grandChild)
parentItem:Empty()
EmptyAll()
This action will call Empty on the entire children hierarchy of this item, and then empty this item as well.
EmptyChildren()
This action is used to call Empty on all children contained in this item's children hierarchy. This will not empty the children of this item.
EnablePhysics(boolean flag)
This action enables physics for this item. Passing true turns on physics for this item while passing false turns off physics for this item.
Parameters
- boolean flag: Whether or not to enable physics for this item
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:EnablePhysics(true)
EndMouseOver()
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
Example
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
FastMoving(boolean flag)
This action gets the linear velocity of this item in units per second. Physics must be enabled on this item before using this action.
Parameters
- boolean flag
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 velocity
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
velocity:Set(100, 0)
item:SetLinearVelocity(velocity)
Vector2 currentVelocity = item:GetLinearVelocity()