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

VariablesDescription
integer TOP
integer ALLBitmask representing which sides of the box have borders.
integer LEFT
integer BOTTOM
integer RIGHT
integer NONE

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

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)

This action adds a new Behavior to this Item.

Parameters

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

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

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

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

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

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)

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

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

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

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()

FinishCollision(Libraries.Interface.Item item)

This action is used to indicate that two items that were previously colliding no longer are. The FinishCollision action should be called on both Items involved, 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

Example

use Libraries.Interface.Item

Item collider1
Item collider2
collider1:FinishCollision(collider2)
collider2:FinishCollision(collider1)

FlipX()

This action will flip the Item2D across the X-axis. This flip is represented by the internal vertices of the Item2D. For classes that inherit from Item and can draw on the screen, this will flip the drawn image on the screen.

Example

use Libraries.Interface.Item2D

Item2D myItem
myItem:FlipX()

FlipY()

This action will flip the Item2D across the Y-axis. This flip is represented by the internal vertices of the Item2D. For classes that inherit from Item and can draw on the screen, this will flip the drawn image on the screen.

Example

use Libraries.Interface.Item2D

Item2D myItem
myItem:FlipY()

Focus()

This action sets focus on this Item. If the Item is not focusable, it will instead look through the parent hierarchy and set focus on the first focusable ancestor. If no focusable Item can be found, this action will have no effect.

GainedFocus()

GainedFocus(Libraries.Interface.Events.FocusEvent event)

This action is fired if the item received the focus.

Parameters

GainedSelection()

GetAccessibilityCode()

This action returns the current accessiblity code for this Item

Return

integer:

GetAccessibilityRoleDescription()

This action returns the custom accessibility role description for this item, if any.

Return

text:

GetAccessibilityType()

This action returns the name of the accessiblity code for this Item as Text

Return

text:

GetAccessibleParent()

This action returns the parent of this Item2D. An Item2D gets a parent when it is added to another Item using the Add action.

Return

Libraries.Interface.Item:

Example

use Libraries.Interface.Item2D

Item2D parentItem
Item2D child
parentItem:Add(child)
Item2D item = child:GetParent()

GetAngularDamping()

This action gets the inverse inertia of this item (i.e., one divided by the inertia of this item). Physics must be enabled on this item before using this action.

Return

number: The inverse inertia of this item

Example

use Libraries.Interface.Item2D

Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inverseInertia = item:GetInverseInertia()

GetAngularVelocity()

This action gets this item's angular velocity in radians per second. Physics must be enabled in this item before using this action.

Return

number: The angular velocity of this item in radians per second

Example

use Libraries.Interface.Item2D

Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetAngularVelocity(0.1)
number angularVelocity = item:GetAngularVelocity()

GetBackgroundColor()

GetBorderStyle()

Return

integer

GetBorderThickness()

Return

integer

GetBoundingBox(integer childIndex)

This action is used to get the bounding box of the item. A bounding box is an axis-alligned rectangle containing the shape used for broadphase collision. This action is used internally and users should not need to use this action.

Parameters

  • integer childIndex: The index of the collision shape attached to this item we want the bounding box of

Return

Libraries.Game.Collision.BoundingBox2D: The bounding box of the collision shape attached to this item

GetBoundingRectangle()

This action returns a rectangle that fully encloses the four corners of the Item as it is represented by its internal vertices array. Note that the rectangle produced by this action will be larger than the actual box formed by this Item's vertices if the Item is rotated.

Return

Libraries.Game.Shapes.Rectangle:

Example

use Libraries.Interface.Item2D
use Libraries.Game.Shapes.Rectangle

Item2D myItem
myItem:SetBoundingBox(20, 80, 100, 100)
Rectangle box = myItem:GetBoundingRectangle()

GetCenterX()

This action returns the x coordinate of the center of this Item2D.

Return

number:

Example

use Libraries.Interface.Item2D
Item2D myItem
myItem:SetWidth(20)
myItem:SetX(100)
number x = myItem:GetCenterX()

GetCenterY()

This action returns the y coordinate of the center of this Item2D.

Return

number:

Example

use Libraries.Interface.Item2D
Item2D myItem
myItem:SetHeight(20)
myItem:SetY(100)
number y = myItem:GetCenterY()

GetChildren()

This action gets the children of this item in an array.

Return

Libraries.Containers.Array: The children of this item in an array

Example

use Libraries.Interface.Item2D

Item2D parent
Item2D child1
Item2D child2

parent:Add(child1)
parent:Add(child2)

Array<Item2D> children = parent:GetChildren()

GetClipCoordinates(Libraries.Compute.Vector2 xCoords, Libraries.Compute.Vector2 yCoords)

This action gets the clipping coordinates of this Item2D. The coordinates are returned via the two provided Vector2 parameters, the first vector storing the x values of the left and right sides of the clipping coordinates and the second vector storing the y values of the bottom and top sides. The returned boolean value indicates if this Item uses these clipping coordinates (i.e. if this Item or one of its parent Items has clipping enabled). If the clipping is valid, the action returns true. Otherwise, it returns false.

Parameters

Return

boolean:

GetCollisionGroupFlag()

This action gets the total force on this item. The units are kilogram units per second per second. Physics must be enabled on this item before using this action.

Return

boolean: The total force in kilogram units per second per second

Example

use Libraries.Interface.Item2D
use Libraries.Compute.Vector2

Item2D item
Vector2 force

item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:SetForce(force)
Vector2 totalForce = item:GetForce()

GetCollisionGroupIndex()

This action gets this item's angular velocity in radians per second. Physics must be enabled in this item before using this action.

Return

integer: The angular velocity of this item in radians per second

Example

use Libraries.Interface.Item2D

Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetAngularVelocity(0.1)
number angularVelocity = item:GetAngularVelocity()

GetCollisionList()

This is an action used internally to retrieve the head of the linked list of collisions with this item. This action is used internally and users should not need to use this action.

Return

Libraries.Game.Collision.CollisionEdge2D: The head of the doubly linked list of collisions

GetDensity()

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.

Return

number:

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)

GetDescription()

This action returns the current internal description of the Item.

Return

text:

Example

use Libraries.Interface.Item

Item item
item:SetDescription("Used for demo purposes.")
output "My item's description is : " + item:GetDescription()

GetDrawableShape()

This action returns the DrawableShape attached to this Item, if it has one. For a default Item2D, this action will return undefined, but Drawables will have an associated shape if they've been loaded. Attributes: Returns The DrawableShape attached to this Item, or undefined if there isn't one.

Return

Libraries.Game.Graphics.DrawableShape:

GetFocusListeners()

This action returns an Iterator containing all of the FocusListeners that have been added to this Item using the AddFocusListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered FocusListeners.

GetForce()

This action gets the total force on this item. The units are kilogram units per second per second. Physics must be enabled on this item before using this action.

Return

Libraries.Compute.Vector2: The total force in kilogram units per second per second

Example

use Libraries.Interface.Item2D
use Libraries.Compute.Vector2

Item2D item
Vector2 force

item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:SetForce(force)
Vector2 totalForce = item:GetForce()

GetFriction()

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.

Return

number:

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)

GetGestureListeners()

This action returns an Iterator containing all of the GestureListeners that have been added to this Item using the AddGestureListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered GestureListeners.

GetGlobalX()

This action returns the Item's global x coordinate. This is the actual world coordinate that the item exists at after it has been offset by its parent's position. If this Item doesn't have a parent, and the offset hasn't been set manually, this is the same as GetX().

Return

number:

Example

use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetX(100)
myItem:SetX(30)
number globalX = myItem:GetGlobalX()

GetGlobalY()

This action returns the Item's global y coordinate. This is the actual world coordinate that the item exists at after it has been offset by its parent's position. If this Item doesn't have a parent, and the offset hasn't been set manually, this is the same as GetY().

Return

number:

Example

use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetY(60)
myItem:SetX(90)
number globalY = myItem:GetGlobalY()

GetGlobalZ()

This action returns the Item's global z value. For an Item2D, this simply returns the Item2D's current z value.

Return

number:

GetHashCode()

This action gets the hash code for an object.

Return

integer: The integer hash code of the object.

Example

Object o
integer hash = o:GetHashCode()

GetHeight()

This action will return the currently set height of the Item2D.

Return

number:

Example

use Libraries.Interface.Item2D
Item2D myItem
number height = myItem:GetHeight()

GetInertia()

This action gets the rotational inertia of this item. The inertia is in kilogram units squared.

Return

number: The inertia of this item in kilogram units squared

Example

use Libraries.Interface.Item2D

Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inertia = item:GetInertia()

GetInputGroup()

This action returns the input group for this Item. When used with the Game libraries, this tag describes what InputTable (if any) can interact with this Item due to input.

Return

text: The input group tag being used by this Item.

Example

use Libraries.Interface.Item

Item item
item:SetInputGroup("arrowKeys")
output "My item's input group is : " + item:GetInputGroup()

GetInputTable()

GetInverseInertia()

This action gets the inverse inertia of this item (i.e., one divided by the inertia of this item). Physics must be enabled on this item before using this action.

Return

number: The inverse inertia of this item

Example

use Libraries.Interface.Item2D

Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inverseInertia = item:GetInverseInertia()

GetInverseMass()

This action gets the inverse mass of the item (i.e., one divided by the mass of this item). Physics must be enabled on this item before using this action.

Return

number: The inverse mass of this item

Example

use Libraries.Interface.Item2D

Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inverseMass = item:GetInverseMass()

GetItem(integer index)

This action returns an Item2D that was previously added to this Item2D by finding it at the given index in the internal array of children Items.

Parameters

  • integer index

Return

Libraries.Interface.Item2D:

Example

use Libraries.Interface.Item2D

Item2D parentItem
Item2D child1
Item2D child2
parentItem:Add(child1)
parentItem:Add(child2)
Item temp = parentItem:GetItem(0)

GetItemAt(number x, number y)

This action searches through all Items stored in this Item2D and finds the deepest Item which contains the given point in global coordinates.

Parameters

  • number x
  • number y

Return

Libraries.Interface.Item2D: The deepest item in the children hierarchy at the given point.

Example

use Libraries.Interface.Item2D

Item2D parentItem
Item2D child
Item2D grandchild
parentItem:Add(child)
child:Add(grandchild)
grandchild:SetHeight(100)
grandchild:SetWidth(100)
Item2D temp = parentItem:GetItemAt(75, 75)

GetItemCount()

This action returns the number of items contained in this Item2D.

Return

integer:

Example

use Libraries.Interface.Item2D

Item2D parentItem
Item2D child1
Item2D child2
parentItem:Add(child1)
parentItem:Add(child2)
integer size = parentItem:GetItemCount()

GetItems()

This action returns an iterator containing all the items contained in this Item2D.

Return

Libraries.Containers.Iterator:

Example

use Libraries.Interface.Item2D
use Libraries.Containers.Iterator

Item2D parentItem
Item2D child1
Item2D child2
parentItem:Add(child1)
parentItem:Add(child2)
Iterator<Item2D> iterator = parentItem:GetItems()

GetJointList()

This is an action used internally to retrieve the head of the liked list of joints connected to this item. This action is used internally and users should not need to use this action.

Return

Libraries.Game.Physics.Joints.JointEdge2D: The head of the linked list of connected joints

GetLayer()

This action returns the current Layer2Dthat this Item2D is a part of in the Game libraries.

Return

Libraries.Game.Layer2D:

GetLinearDamping()

Given the local coordinates of a vector, this action computes the screen coordinates of the corresponding vector.

Return

number: The coordinates of the corresponding global vector Attribute Example use Libraries.Interface.Item2D use Libraries.Compute.Vector2 Item2D item Vector2 localVector item:SetWidth(100) item:SetHeight(100) item:SetPosition(400, 250) localVector:Set(0, 0) // Get the coordinates of the center of the item Vector2 worldVector = item:GetWorldVector(localVector)

GetLinearVelocity()

This action gets the linear velocity of this item in units per second. Physics must be enabled on this item before using this action.

Return

Libraries.Compute.Vector2: The vector representing the linear velocity of this item in units per second

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()

GetLinearVelocityFromLocalPoint(Libraries.Compute.Vector2 localPoint)

Given a global point (i.e., the screen coordinates of the point), this action computes the corresponding point relative to the center of this item.

Parameters

Return

Libraries.Compute.Vector2: The coordinates of the point relative to the center of this item

Example

use Libraries.Interface.Item2D
use Libraries.Compute.Vector2

Item2D item
Vector2 worldPoint

item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 350)

worldPoint:Set(400, 350)    // the lower left corner of the item

Vector2 localPoint = item:GetLocalPoint(worldPoint)

GetLinearVelocityFromWorldPoint(Libraries.Compute.Vector2 worldPoint)

Given the screen coordinates of a vector, this action computes the local coordinates of the vector (i.e., the coordinates of the vector relative to the center of this item)

Parameters

Return

Libraries.Compute.Vector2: The local coordinates of the corresponding vector

Example

use Libraries.Interface.Item2D
use Libraries.Compute.Vector2

Item2D item
Vector2 worldVector

item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 350)

worldVector:Set(400, 350)    // the lower left corner of the item

Vector2 localVector = item:GetLocalVector(worldVector)

GetLocalCenter()

This action gets the position of the center of this item in local coordinates (i.e., with respect to itself).

Return

Libraries.Compute.Vector2: The vector representing the center of this item in local coordinates

GetLocalPoint(Libraries.Compute.Vector2 worldPoint)

Given a global point (i.e., the screen coordinates of the point), this action computes the corresponding point relative to the center of this item.

Parameters

Return

Libraries.Compute.Vector2: The coordinates of the point relative to the center of this item

Example

use Libraries.Interface.Item2D
use Libraries.Compute.Vector2

Item2D item
Vector2 worldPoint

item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 350)

worldPoint:Set(400, 350)    // the lower left corner of the item

Vector2 localPoint = item:GetLocalPoint(worldPoint)

GetLocalVector(Libraries.Compute.Vector2 worldVector)

Given the screen coordinates of a vector, this action computes the local coordinates of the vector (i.e., the coordinates of the vector relative to the center of this item)

Parameters

Return

Libraries.Compute.Vector2: The local coordinates of the corresponding vector

Example

use Libraries.Interface.Item2D
use Libraries.Compute.Vector2

Item2D item
Vector2 worldVector

item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 350)

worldVector:Set(400, 350)    // the lower left corner of the item

Vector2 localVector = item:GetLocalVector(worldVector)

GetMass()

This action returns the mass of the item in kilograms. Physics must be enabled on this item before using this action. If the item is non-responsive or unmovable, the mass is zero.

Return

number: The mass in kilograms

Example

use Libraries.Interface.Item2D

Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number mass = item:GetMass()

GetMass(Libraries.Game.Physics.Mass2D mass)

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

GetMouseListeners()

This action returns an Iterator containing all of the MouseListeners that have been added to this Item using the AddMouseListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseListeners.

GetMouseMovementListeners()

This action returns an Iterator containing all of the MouseMovementListeners that have been added to this Item using the AddMouseMovementListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseMovementListeners.

GetMouseWheelListeners()

This action returns an Iterator containing all of the MouseWheelListeners that have been added to this Item using the AddMouseWheelListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseWheelListeners.

GetName()

This action returns the current internal name of the Item.

Return

text:

Example

use Libraries.Interface.Item

Item item
item:SetName("My Item")
output "My item's name is " + item:GetName()

GetNextFocus()

This action returns the next focus item. When this Item has the focus and the user requests the focus to advance (e.g. by pressing the tab key), the returned value is the next item to receive that focus, if it is defined. If it isn't defined, the focus can not advance from this Item.

Return

Libraries.Interface.Item: The next Item to receive focus after this one.

GetNodeCount()

This action gets the number of broadphase nodes this item has. This action is used internally and users should not need to use this action.

Return

integer: The number of broadphase nodes attached to this item

GetNodes()

This action returns all of the broadphase nodes attached to this item in an array. This action is used internally and users should not need to use this action.

Return

Libraries.Containers.Array: The broadphase nodes attached to this item in an array

GetOffsetX()

This action returns the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Return

number:

Example

use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetX(100)
number offset = myItem:GetOffsetX()

GetOffsetY()

This action returns the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Return

number:

Example

use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetY(75)
number offset = myItem:GetOffsetY()

GetOffsetZ()

This action returns the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Return

number:

Example

use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetZ(75)
number offset = myItem:GetOffsetZ()

GetOriginX()

This action will return the current X origin of this Item2D. By default, the origin is at the coordinates 0, 0.

Return

number:

Example

use Libraries.Interface.Item2D

Item2D myItem
myItem:SetSize(100, 200)
myItem:SetOriginCenter()
number xOrigin = myItem:GetOriginX()

GetOriginY()

This action will return the current Y origin of this Item2D. By default, the origin is at the coordinates 0, 0.

Return

number:

Example

use Libraries.Interface.Item2D

Item2D myItem
myItem:SetSize(100, 200)
myItem:SetOriginCenter()
number yOrigin = myItem:GetOriginY()

GetParent()

This action returns the parent of this Item2D. An Item2D gets a parent when it is added to another Item using the Add action.

Return

Libraries.Interface.Item2D:

Example

use Libraries.Interface.Item2D

Item2D parentItem
Item2D child
parentItem:Add(child)
Item2D item = child:GetParent()

GetPhysicsProperties()

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.

Return

Libraries.Game.Physics.PhysicsProperties2D: The distance of the point from the collision shape of this item

GetPreviousFocus()

This action returns the previous focus item. When this Item has the focus and the user requests the focus to move backwards (e.g. by pressing shift & tab), the returned value is the previous item to receive that focus, if it is defined. If it isn't defined, the focus can not move backwards from this Item.

Return

Libraries.Interface.Item: The previous Item to receive focus before this one.

GetPropertiesSize()

Return

integer

GetProperty(text key)

GetPropertyKeyIterator()

GetRawInertia()

This action is used to update this items position in physics space after physics solving is finished for this item. This action is used internally and users should not need to use this action.

Return

number:

GetResponsiveness()

This action gets the inverse mass of the item (i.e., one divided by the mass of this item). Physics must be enabled on this item before using this action.

Return

integer: The inverse mass of this item

Example

use Libraries.Interface.Item2D

Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inverseMass = item:GetInverseMass()

GetRestitution()

This action gets the total torque on this item. The units are kilogram units squared per second per second. Physics must be enabled on this item before using this action.

Return

number: The total torque 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:SetTorque(200)
number totalTorque = item:GetTorque()

GetRotation()

Gets the current degree of rotation of this Item.

Return

number:

Example

use Libraries.Interface.Item2D

Item2D myItem
myItem:SetRotation(90)
number rotation = myItem:GetRotation()

GetRotationInRadians()

Gets the current rotation of this Item in radians.

Return

number:

Example

use Libraries.Interface.Item2D

Item2D myItem
myItem:SetRotation(90)
number rotation = myItem:GetRotationInRadians()

GetScaleX()

This acti