Modding:GUIs: Difference between revisions

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VeryGoodDog moved page GUIs to Modding:GUIs
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===General Purpose GUI===
===General Purpose GUI===


For any other uses, inerhit from the general purpose class <code>GuiDialog</code>, from which HudElement and GuiDialogBlockEntity also inherit from. You can override `ToggleKeyCombinationCode` to something like "yourAweseomeHotkeyCode" and use <code>capi.Input.RegisterHotKey</code> + <code>capi.Input.SetHotKeyHandler</code> to have your own keyboard key mapped to opening/closing your GUI (example: [https://github.com/anegostudios/vsessentialsmod/blob/master/Systems/WorldMap/WorldMapManager.cs#L105 World Map])
For any other uses, inerhit from the general purpose class <code>GuiDialog</code>, from which HudElement and GuiDialogBlockEntity also inherit from. You can override <code>ToggleKeyCombinationCode</code> to something like "yourAweseomeHotkeyCode" and use <code>capi.Input.RegisterHotKey</code> + <code>capi.Input.SetHotKeyHandler</code> to have your own keyboard key mapped to opening/closing your GUI (example: [https://github.com/anegostudios/vsessentialsmod/blob/master/Systems/WorldMap/WorldMapManager.cs#L105 World Map])


== GUI Basics ==
== GUI Basics ==
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Some explanations:
Some explanations:
* <code>ElementStdBounds</code>: Contains a bunch of often used element bounds configurations. See also [[https://github.com/anegostudios/vsapi/blob/master/Client/UI/ElementStdBounds.cs|ElementStdBounds]] on github.
* <code>ElementStdBounds</code>: Contains a bunch of often used element bounds configurations. See also [https://github.com/anegostudios/vsapi/blob/master/Client/UI/ElementStdBounds.cs ElementStdBounds] on Github.
* <code>ElementBounds.Fixed(0, 0, 300, 300)</code>: Create a new bounds instance with fixedX/Y at 0/0 and a fixed widt/height of 300/300 pixels.
* <code>ElementBounds.Fixed(0, 0, 300, 300)</code>: Create a new bounds instance with fixedX/Y at 0/0 and a fixed widt/height of 300/300 pixels.
* <code>CairoFont.WhiteDetailText()</code>: Create a new font configuration based on a often used size and color, in this case white with font size 14
* <code>CairoFont.WhiteDetailText()</code>: Create a new font configuration based on a often used size and color, in this case white with font size 14
* <code>SingleComposer</code>: This property is defined in the <code>GuiDialog</code> class. Its a getter/setter to the <code>Composers</code> dictionary. It contains all the "windows" of this dialog which are then rendered / handled by this GuiDialog instance
* <code>SingleComposer</code>: This property is defined in the <code>GuiDialog</code> class. Its a getter/setter to the <code>Composers</code> dictionary. It contains all the "windows" of this dialog which are then rendered / handled by this GuiDialog instance


===Fancying it up===
==Fancying it up==
This is of course the absolute minimum example that will only show some text. Let's add a title bar and a dialog background:
This is of course the absolute minimum example that will only show some text. Let's add a title bar and a dialog background:


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* <code>.AddNumberInput</code>: Adds an editable text field built for entering numbers
* <code>.AddNumberInput</code>: Adds an editable text field built for entering numbers
* <code>.AddTextArea</code>: Adds multiple line editable text field
* <code>.AddTextArea</code>: Adds multiple line editable text field
====Tables/Grids/Inventory====
* <code>.AddItemSlotGrid</code>: Create a grid displaying the contents of supplied inventory (example: [https://github.com/anegostudios/vsessentialsmod/blob/master/Gui/GuiDialogCarcassContents.cs GuiDialogCarcassContents])
* <code>.AddSkillItemGrid</code>: Create a grid of custom elements (example: [https://github.com/anegostudios/vssurvivalmod/blob/master/Gui/GuiDialogBlockEntityRecipeSelector.cs GuiDialogBlockEntityRecipeSelector])


====Other====
====Other====
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