UI
interludesoftware.tick¶
Interlude.Tick¶
UI Class¶
Parameter-assertion helpers for the UI partial class. All entry points are stripped
from non-editor builds via [Conditional("UNITY_EDITOR")] so the call sites compile
to nothing in shipping builds — zero runtime cost.
Inheritance System.Object → UI
Constructors¶
UI(Configuration, IDrawer, IClock, bool) Constructor¶
Creates a UI instance with a caller-supplied IDrawer.
public UI(Interlude.Tick.Configuration configuration, Interlude.Tick.IDrawer drawer, Interlude.Tick.IClock clock=null, bool flipInputY=false);
Parameters¶
configuration Configuration
drawer IDrawer
clock IClock
flipInputY System.Boolean
UI(Configuration, IDrawer, IInput, IClock) Constructor¶
Creates a UI instance with a configuration plus fully injected drawer, input, and clock.
public UI(Interlude.Tick.Configuration configuration, Interlude.Tick.IDrawer drawer, Interlude.Tick.IInput input, Interlude.Tick.IClock clock=null);
Parameters¶
configuration Configuration
drawer IDrawer
input IInput
clock IClock
UI(Configuration, IGUIResourceProvider, IClock, bool) Constructor¶
Creates a UI instance with a concrete Drawer built from the given resource provider.
public UI(Interlude.Tick.Configuration configuration, Interlude.Tick.IGUIResourceProvider resourceProvider, Interlude.Tick.IClock clock=null, bool flipInputY=false);
Parameters¶
configuration Configuration
Layout, reference-resolution, and binding configuration for this UI.
resourceProvider IGUIResourceProvider
Supplies fonts, shaders, and icons used to build the drawer.
clock IClock
Time source driving animations; null uses the default real-time clock.
flipInputY System.Boolean
Pass true when the input system reports Y increasing downward and the UI expects Y increasing upward.
UI(IDrawer, IInput, IClock) Constructor¶
Creates a UI instance with fully injected drawer, input, and clock — primarily for unit tests.
public UI(Interlude.Tick.IDrawer drawer, Interlude.Tick.IInput input, Interlude.Tick.IClock clock=null);
Parameters¶
drawer IDrawer
input IInput
clock IClock
Properties¶
UI.Bindings Property¶
Per-feature input bindings the widgets read each frame. Set from Bindings; null fields fall back to defaults.
Property Value¶
Methods¶
UI.ActivateNavigation(string) Method¶
Marks the navigation block identified by id to activate at the start of its next BeginNavigation(string, bool, string) call.
Parameters¶
UI.AnimatedSprite(Rect, string, SpriteSheet) Method¶
Draws an animated sprite sheet into an explicit layout rect.
Parameters¶
rect UnityEngine.Rect
sheet Interlude.Tick.SpriteSheet
UI.AnimatedSprite(Rect, string, SpriteSheet, Color) Method¶
Draws a tinted animated sprite sheet into an explicit layout rect.
Parameters¶
rect UnityEngine.Rect
sheet Interlude.Tick.SpriteSheet
tint UnityEngine.Color
UI.AnimatedSprite(string, SpriteSheet) Method¶
Draws an animated sprite sheet into the current layout rect. The frame advances automatically based on Interlude.Tick.SpriteSheet.FPS.
Parameters¶
Unique identifier for this animation instance. Respects the current PushID / PopID scope.
sheet Interlude.Tick.SpriteSheet
Sprite sheet layout and timing.
UI.AnimatedSprite(string, SpriteSheet, Color) Method¶
Draws a tinted animated sprite sheet into the current layout rect.
Parameters¶
sheet Interlude.Tick.SpriteSheet
tint UnityEngine.Color
UI.Arc(Vector2, float, float, float, float, Color, int) Method¶
Draws an arc (curved polyline) from startDeg to endDeg, sampled into segments line segments. Angles measured with 0° pointing right, increasing counter-clockwise.
public void Arc(Vector2 center, float radius, float startDeg, float endDeg, float thickness, Color color, int segments=24);
Parameters¶
center UnityEngine.Vector2
Center of the arc's circle in layout space, relative to the current layout rect.
radius System.Single
Radius of the arc's circle in layout px.
startDeg System.Single
Start angle in degrees. 0° points right; angles increase counter-clockwise in mathematical convention (which appears clockwise on a y-down screen).
endDeg System.Single
End angle in degrees, using the same convention as startDeg. The arc sweeps from start to end in the direction that increases the angle.
thickness System.Single
Stroke width in layout px.
color UnityEngine.Color
Stroke color.
segments System.Int32
Number of polyline segments used to approximate the arc. More segments produce a smoother curve at the cost of additional draw calls; 24 is a typical default used throughout the codebase (e.g. in MiniMapUI).
UI.Auto() Method¶
Returns a scope that restores rect and clip stacks when disposed.
Returns¶
UI.BeginFrame() Method¶
Begins a frame using the current screen dimensions.
UI.BeginFrame(Vector2Int) Method¶
Begins a frame with an explicit render area size; seeds the rect stack with a full-size rect and updates input.
Parameters¶
UI.BeginMeasure(string) Method¶
Begins a measurement scope. Call EndMeasure after all content is drawn to store the bounding rect of all pushed rects under id.
Parameters¶
UI.BeginNavigation(string, bool, string) Method¶
Opens a navigation block identified by id. Pass active true to make this block receive directional input immediately. initialFocus names the element to focus the first time the block activates; if omitted, the first registered element is focused.
Parameters¶
active System.Boolean
initialFocus System.String
UI.BeginPanel(string, Rect, PanelConfig) Method¶
Begins a panel scope. Returns true when the panel is visible; the caller must call EndPanel() only inside this guard.
Parameters¶
rect UnityEngine.Rect
config Interlude.Tick.PanelConfig
Returns¶
UI.BeginPopup(string, Rect, bool) Method¶
Begins a popup panel that accepts input and auto-closes when the user clicks outside it. Returns true when the popup is visible.
Parameters¶
rect UnityEngine.Rect
hidden System.Boolean
Returns¶
UI.BeginScroll(string, Vector2Int, ScrollConfig, ScrollLayout) Method¶
Begins a vertical scroll area.
public void BeginScroll(string id, Vector2Int contentSize, Interlude.Tick.ScrollConfig config, out Interlude.Tick.ScrollLayout layout);
Parameters¶
Id
contentSize UnityEngine.Vector2Int
Size of the content inside the scroll area. This is used to determine scroll handle size and when to allow scrolling.
config ScrollConfig
Configuration for the scroll area, such as direction and padding.
layout Interlude.Tick.ScrollLayout
Output layout information for the scroll area, such as the rectangles for the background, content, view, and scroll handles.
UI.BeginTimeline(string) Method¶
Begins a named timeline scope. On first begin, its start time is stamped; subsequent frames reuse the same start time so elapsed time accumulates across frames.
Parameters¶
UI.BeginTooltip(string, Vector2) Method¶
Returns true once the current rect has been hovered for 0.5 seconds, setting location to the mouse position at which the hover began so the tooltip can be anchored stably.
Parameters¶
location UnityEngine.Vector2
Returns¶
UI.BeginTooltipContent(string, Rect) Method¶
Begins the tooltip content panel at rect. Returns true when the panel is visible.
Parameters¶
rect UnityEngine.Rect
Returns¶
UI.Bezier(Vector2, Vector2, Vector2, float, Color, int) Method¶
Draws a quadratic Bezier curve sampled into segments polyline segments.
public void Bezier(Vector2 p0, Vector2 p1, Vector2 p2, float thickness, Color color, int segments=16);
Parameters¶
Start point in layout space, relative to the current layout rect.
Control point that pulls the curve away from the straight line between p0 and p2.
End point in layout space, relative to the current layout rect.
thickness System.Single
Stroke width in layout px.
color UnityEngine.Color
Stroke color.
segments System.Int32
Number of polyline segments used to approximate the curve. Higher values produce a smoother result at the cost of more draw calls. 16 is the default for a quadratic curve; the cubic overload defaults to 24 because cubic curves need more samples to achieve equivalent visual smoothness.
UI.Bezier(Vector2, Vector2, Vector2, Vector2, float, Color, int) Method¶
Draws a cubic Bezier curve sampled into segments polyline segments.
public void Bezier(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float thickness, Color color, int segments=24);
Parameters¶
Start point in layout space, relative to the current layout rect.
First control point; governs the tangent leaving p0.
Second control point; governs the tangent arriving at p3.
End point in layout space, relative to the current layout rect.
thickness System.Single
Stroke width in layout px.
color UnityEngine.Color
Stroke color.
segments System.Int32
Number of polyline segments used to approximate the curve. Higher values produce a smoother result at the cost of more draw calls. Defaults to 24 — higher than the quadratic overload's 16 because a cubic curve has an extra degree of freedom that introduces additional inflection, requiring more samples for equivalent visual smoothness.
UI.Bottom(Size) Method¶
Pushes a rect aligned to the bottom of the current top layout rect.
Parameters¶
size Size
Size of the rect to push.
Returns¶
UI
This UI instance for chaining.
UI.BottomHalf() Method¶
Pushes the bottom half of the current top layout rect.
Returns¶
UI
This UI instance for chaining.
UI.Button(string, MouseButton) Method¶
Returns true when the button is clicked this frame.
Parameters¶
button Interlude.Tick.MouseButton
Returns¶
UI.CalculateScrollViewHeight(ScrollConfig) Method¶
Returns the available content height inside a scroll view built with the given config, accounting for padding and the horizontal scrollbar.
Parameters¶
config ScrollConfig
Returns¶
UI.CalculateScrollViewWidth(ScrollConfig) Method¶
Returns the available content width inside a scroll view built with the given config, accounting for padding and the vertical scrollbar.
Parameters¶
config ScrollConfig
Returns¶
UI.Center(Size) Method¶
Pushes a rect centered within the current top layout rect.
Parameters¶
size Size
Size of the rect to push.
Returns¶
UI
This UI instance for chaining.
UI.Center(Size, Size) Method¶
Pushes a rect centered within the current top layout rect.
Parameters¶
width Size
Width of the rect to push.
height Size
Height of the rect to push.
Returns¶
UI
This UI instance for chaining.
UI.CenterHorizontal(Size) Method¶
Pushes a rect centered horizontally within the current top layout rect.
Parameters¶
dim Size
Width of the rect to push.
Returns¶
UI
This UI instance for chaining.
UI.CenterVertical(Size) Method¶
Pushes a rect centered vertically within the current top layout rect.
Parameters¶
dim Size
Height of the rect to push.
Returns¶
UI
This UI instance for chaining.
UI.Checkmark(Rect, Color, float) Method¶
Draws a check mark inscribed in the given rect.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
thickness System.Single
UI.Cleanup() Method¶
Releases the UI's native lists and asks the drawer to release its own. Call once,
from OnDestroy on the owning MonoBehaviour (or whichever end-of-life hook
fits the host). Not named Dispose on purpose: see the class-level comment.
UI.ClearFocus() Method¶
Removes focus from whichever widget currently holds it, and ends any engagement.
UI.Clip() Method¶
Determines if the current top layout rect is clipped by the current top clip rect.
Returns¶
UI.Clip(Rect) Method¶
Determines if the specified rect is clipped by the current top clip rect.
Parameters¶
rect UnityEngine.Rect
The rect to check for clipping.
Returns¶
System.Boolean
True if the rect is clipped; otherwise, false.
UI.ClipDepth() Method¶
Returns the current depth of the clip rect stack.
Returns¶
UI.ConsumeInput() Method¶
Marks the current top rect as consuming input.
UI.ConsumeInputCircle(float) Method¶
Marks a circular area centered on the current top rect as consuming input.
Parameters¶
radius System.Single
The radius of the circle in screen pixels.
UI.Cross(Rect, Color, float) Method¶
Draws an X inscribed in the given rect.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
thickness System.Single
UI.DashedLine(Vector2, Vector2, float, Color, float, float) Method¶
Draws a dashed line between two points, with configurable dash and gap lengths.
public void DashedLine(Vector2 a, Vector2 b, float thickness, Color color, float dashLen=6f, float gapLen=4f);
Parameters¶
Start point in layout space, relative to the current layout rect.
End point in layout space, relative to the current layout rect.
thickness System.Single
Stroke width in layout px.
color UnityEngine.Color
Stroke color applied to every dash segment.
dashLen System.Single
Length of each solid dash in layout px.
gapLen System.Single
Length of the gap between consecutive dashes in layout px.
UI.DeactivateNavigation(string) Method¶
Deactivates the navigation block identified by id, saving the current focus for restoration on re-entry.
Parameters¶
UI.DragFloat(string, float, float) Method¶
Invisible drag primitive. Left-click-drag in the current rect adjusts
value by delta.x * sensitivity per screen pixel. Capture
continues outside the rect while the button is held (same model as Slider).
Hold Shift to slow input by 0.1×; hold Ctrl to scale it 10×.
Parameters¶
Stable identifier for this drag widget's capture state.
value System.Single
The value adjusted in place as the user drags.
sensitivity System.Single
Value-units per screen pixel. A good default for 0.1-step fields is 0.01 (10 px per step).
Returns¶
System.Boolean
true when the value changed this frame.
UI.DropShadow(Rect, Vector2, float, Color) Method¶
Convenience: square-cornered drop shadow.
Parameters¶
rect UnityEngine.Rect
offset UnityEngine.Vector2
blur System.Single
color UnityEngine.Color
UI.DropShadow(Rect, Vector2, float, float, Color) Method¶
Convenience: drop shadow with uniform corner radius and zero spread.
Parameters¶
rect UnityEngine.Rect
offset UnityEngine.Vector2
blur System.Single
radius System.Single
color UnityEngine.Color
UI.DropShadow(Rect, Vector2, float, float, CornerRadius, Color) Method¶
Draws a soft rounded-rectangle drop shadow under the given rect. Call BEFORE drawing the element itself so the shadow appears behind it.
public void DropShadow(Rect rect, Vector2 offset, float blur, float spread, Interlude.Tick.CornerRadius radius, Color color);
Parameters¶
rect UnityEngine.Rect
The element's rect, in layout space.
offset UnityEngine.Vector2
Shadow displacement in layout pixels. (0, y) with y > 0 sits below the element.
blur System.Single
Edge softness in layout pixels. Alpha falls from full to zero over this distance.
spread System.Single
Expansion of the shadow shape before blurring (like CSS box-shadow spread).
radius CornerRadius
Corner radii, in layout pixels. Should match the element's radii for best results.
color UnityEngine.Color
Shadow colour (use a non-opaque alpha for a natural look, e.g. Color.black with alpha ~0.35).
UI.DropShadow(Vector2, float, Color) Method¶
Convenience: square-cornered drop shadow under the current top rect.
Parameters¶
offset UnityEngine.Vector2
blur System.Single
color UnityEngine.Color
UI.DropShadow(Vector2, float, float, Color) Method¶
Convenience: drop shadow under the current top rect with uniform corner radius and zero spread.
Parameters¶
offset UnityEngine.Vector2
blur System.Single
radius System.Single
color UnityEngine.Color
UI.DropShadow(Vector2, float, float, CornerRadius, Color) Method¶
Drop shadow under the current top rect. Reads the rect from
Peek() so the call matches the rest of the draw API
(Fill, FillRounded, etc.). Pass an explicit rect to the
other overload only when you need to shadow a rect that isn't on
the layout stack.
public void DropShadow(Vector2 offset, float blur, float spread, Interlude.Tick.CornerRadius radius, Color color);
Parameters¶
offset UnityEngine.Vector2
blur System.Single
spread System.Single
radius CornerRadius
color UnityEngine.Color
UI.EndFrame() Method¶
Ends the frame: runs the debugger, flushes draw commands in layer order, and asserts all stacks are balanced.
UI.EndMeasure() Method¶
Ends the current measurement scope and stores the bounding rect of all content pushed inside, in layout space relative to the scope origin. The result is available via FetchMeasureIfExists next frame.
UI.EndNavigation() Method¶
Closes the innermost open navigation block, processes directional/confirm/cancel input if this block is the active top, and updates the frame-usage timestamp.
UI.EndPanel() Method¶
Ends the current panel scope. Returns true when the panel was closed this frame (transitioned to Hidden).
Returns¶
UI.EndPopup() Method¶
Ends the current popup scope.
UI.EndScroll() Method¶
Ends the scroll view: pops layout rects, applies wheel scrolling to the innermost hovered view, and runs drag-to-scroll.
UI.EndTimeline() Method¶
Ends the current named timeline scope and pops the ID pushed by BeginTimeline(string).
UI.EndTooltipContent() Method¶
Ends the tooltip content panel.
UI.EnterElement() Method¶
Engages the widget at the current top ID.
UI.EnterElement(int) Method¶
Engages the widget with the given raw ID — it takes over the input stream until ExitElement().
Parameters¶
id System.Int32
UI.EnterElement(string) Method¶
Engages the widget with the given string ID.
Parameters¶
UI.ExitElement() Method¶
Disengages whichever widget is engaged, returning the input stream to navigation traversal.
UI.Expand(int) Method¶
Expands the top rect outward from its centre by the specified number of pixels on all sides.
Parameters¶
pixels System.Int32
Number of pixels to expand on each side.
Returns¶
UI
This UI instance for chaining.
UI.FetchMeasureIfExists(string) Method¶
Returns the last measured bounding rect for id in layout space, relative to the scope origin. Returns Rect.zero if no measurement exists yet.
Parameters¶
Returns¶
UI.Fill() Method¶
Fills the current layout rectangle with the current color.
UI.Fill(Color) Method¶
Fills the current layout rectangle with the specified color.
Parameters¶
color UnityEngine.Color
UI.Fill(Color, Color) Method¶
Fills the current layout rectangle with a vertical gradient from top color to bottom color.
Parameters¶
bottom UnityEngine.Color
UI.Fill(Gradient) Method¶
Fills the current layout rectangle with the specified gradient.
Parameters¶
gradient Gradient
UI.Fill(Rect) Method¶
Fills an explicit layout rectangle with the current color.
Parameters¶
rect UnityEngine.Rect
UI.Fill(Rect, Color) Method¶
Fills an explicit layout rectangle with the specified color.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
UI.Fill(Rect, Color, Color) Method¶
Fills an explicit layout rectangle with a vertical gradient from top color to bottom color.
Parameters¶
rect UnityEngine.Rect
bottom UnityEngine.Color
UI.Fill(Rect, Gradient) Method¶
Fills an explicit layout rectangle with the specified gradient.
Parameters¶
rect UnityEngine.Rect
gradient Gradient
UI.FillCircle(Color) Method¶
Fills the current layout rectangle as a circle using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillCircle(Color, Color) Method¶
Fills the current layout rectangle as a circle with a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillCircle(Gradient) Method¶
Fills the current layout rectangle as a circle using the specified gradient.
Parameters¶
gradient Gradient
UI.FillCircle(Rect, Color) Method¶
Fills an explicit layout rectangle as a circle using the specified color.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
UI.FillCircle(Rect, Color, Color) Method¶
Fills an explicit layout rectangle as a circle with a vertical gradient.
Parameters¶
rect UnityEngine.Rect
bottom UnityEngine.Color
UI.FillCircle(Rect, Gradient) Method¶
Fills an explicit layout rectangle as a circle using the specified gradient.
Parameters¶
rect UnityEngine.Rect
gradient Gradient
UI.FillDebug() Method¶
Fills the current layout rectangle with magenta color for debugging purposes.
UI.FillFrosted(float, Color) Method¶
Fills the current layout rectangle with a frosted-glass effect - the content drawn behind the shape is blurred and optionally tinted. Call AFTER the content that should appear blurred.
Parameters¶
blur System.Single
Blur radius in layout pixels. Larger = softer, more expensive.
tint UnityEngine.Color
Optional tint colour. Alpha controls how strongly the tint is mixed over the blurred content (0 = pure blur, 1 = pure tint).
UI.FillFrostedCircle(float, Color) Method¶
Fills the current layout rectangle as a frosted-glass circle (or pill if the rect is non-square).
Parameters¶
blur System.Single
tint UnityEngine.Color
UI.FillFrostedRounded(float, CornerRadius, Color) Method¶
Fills the current layout rectangle with a per-corner rounded frosted-glass effect.
public void FillFrostedRounded(float blur, Interlude.Tick.CornerRadius radius, Color tint=default(Color));
Parameters¶
blur System.Single
radius CornerRadius
tint UnityEngine.Color
UI.FillPath(Path, Color) Method¶
Fills a closed path built via Path. Points are in layout space, relative to the top of the rect stack (same convention as FillPolygon(List<Vector2>, List<Color>)).
Parameters¶
path Path
color UnityEngine.Color
UI.FillPie(Vector2, Size, float, float, Color, int) Method¶
Fills a pie sector from startDeg to endDeg using a polygon fan.
public void FillPie(Vector2 center, Interlude.Tick.Size radius, float startDeg, float endDeg, Color color, int segments=24);
Parameters¶
center UnityEngine.Vector2
Center point of the pie in layout space, relative to the current layout rect.
radius Size
Radius of the pie as a Size: pixels, or a percentage of the smaller side of the current rect.
startDeg System.Single
Start angle in degrees. 0° points right; angles increase counter-clockwise in mathematical convention (which appears clockwise on a y-down screen).
endDeg System.Single
End angle in degrees, using the same convention as startDeg. The sector sweeps from start to end in the direction that increases the angle.
color UnityEngine.Color
Fill color applied uniformly across the sector.
segments System.Int32
Number of triangle-fan segments used to approximate the curved edge. More segments produce a smoother arc at the cost of additional geometry; 24 is a typical default used throughout the codebase (e.g. in MiniMapUI).
UI.FillPolygon(List\<Vector2>, List\<Color>) Method¶
Fills a polygon defined by the given points with per-vertex colors. Points are layout-space offsets from the top of the rect stack.
public void FillPolygon(System.Collections.Generic.List<Vector2> points, System.Collections.Generic.List<Color> colors);
Parameters¶
points System.Collections.Generic.List<UnityEngine.Vector2>
colors System.Collections.Generic.List<UnityEngine.Color>
UI.FillPolygonRounded(IReadOnlyList\<Vector2>, IReadOnlyList\<Color>, float) Method¶
Fills a closed polygon with per-vertex colours and a uniform rounded corner radius. This is the rounded-corner variant of FillPolygon(List<Vector2>, List<Color>): every corner is rounded by cornerRadius (auto-clamped to half the shorter adjacent edge), and each corner's colour propagates through the expanded arc points so gradients across the polygon survive the rounding.
public void FillPolygonRounded(System.Collections.Generic.IReadOnlyList<Vector2> corners, System.Collections.Generic.IReadOnlyList<Color> colors, float cornerRadius);
Parameters¶
corners System.Collections.Generic.IReadOnlyList<UnityEngine.Vector2>
colors System.Collections.Generic.IReadOnlyList<UnityEngine.Color>
cornerRadius System.Single
UI.FillRegularPolygon(Vector2, Size, int, Color, float) Method¶
Fills a regular polygon (N-sided) centered at the given point, radius and side count. Points are laid out relative to the current layout rect; the default angle orients a flat edge at the bottom (so sides=3 draws an upward-pointing triangle, sides=5 a pentagon pointing up, etc.).
public void FillRegularPolygon(Vector2 center, Interlude.Tick.Size radius, int sides, Color color, float angleOffsetDeg=-90f);
Parameters¶
center UnityEngine.Vector2
Center of the polygon in layout space, relative to the current layout rect.
radius Size
Distance from the center to each vertex, as a Size: pixels, or a percentage of the smaller side of the current rect.
sides System.Int32
Number of sides; must be 3 or greater.
color UnityEngine.Color
Fill color applied uniformly to all vertices.
angleOffsetDeg System.Single
Rotation of the first vertex in degrees, measured from the positive-X axis with counter-clockwise positive (on a y-down screen this appears clockwise). The default of -90° places the first vertex at the top, so a triangle points up and a pentagon has a flat bottom edge.
UI.FillRounded(Color, Color, CornerRadius) Method¶
Fills the current layout rectangle with rounded corners using a vertical gradient from top color to bottom color.
Parameters¶
The top color of the gradient.
bottom UnityEngine.Color
The bottom color of the gradient.
radius CornerRadius
The radius of the rounded corners.
UI.FillRounded(Color, CornerRadius) Method¶
Fills the current layout rectangle with rounded corners using the specified color.
Parameters¶
color UnityEngine.Color
The color to fill with.
radius CornerRadius
The radius of the rounded corners.
UI.FillRounded(float) Method¶
Fills the current layout rect with rounded corners using the current color.
Parameters¶
radius System.Single
UI.FillRounded(Gradient, float) Method¶
Fills the current layout rectangle with rounded corners using the specified gradient.
Parameters¶
gradient Gradient
radius System.Single
UI.FillRounded(Gradient, CornerRadius) Method¶
Fills the current layout rectangle with rounded corners using the specified gradient.
Parameters¶
gradient Gradient
radius CornerRadius
UI.FillRounded(Rect, Color, Color, CornerRadius) Method¶
Fills an explicit layout rectangle with rounded corners using a vertical gradient.
Parameters¶
rect UnityEngine.Rect
bottom UnityEngine.Color
radius CornerRadius
UI.FillRounded(Rect, Color, CornerRadius) Method¶
Fills an explicit layout rectangle with per-corner rounded radii using the specified color.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
radius CornerRadius
UI.FillRounded(Rect, float) Method¶
Fills an explicit layout rectangle with rounded corners using the current color.
Parameters¶
rect UnityEngine.Rect
radius System.Single
UI.FillRounded(Rect, Gradient, float) Method¶
Fills an explicit layout rectangle with rounded corners using the specified gradient.
Parameters¶
rect UnityEngine.Rect
gradient Gradient
radius System.Single
UI.FillRounded(Rect, Gradient, CornerRadius) Method¶
Fills an explicit layout rectangle with rounded corners using the specified gradient.
public void FillRounded(Rect rect, Interlude.Tick.Gradient gradient, Interlude.Tick.CornerRadius radius);
Parameters¶
rect UnityEngine.Rect
gradient Gradient
radius CornerRadius
UI.FillRounded(string, float) Method¶
Fills the current layout rectangle with rounded corners using the current color.
Parameters¶
animatedColorName System.String
Dotted animation-context and color key resolving to the animated fill color.
radius System.Single
The radius of the rounded corners.
UI.FillRoundedBottom(Color, float) Method¶
Fills the current layout rect with bottom-only rounded corners using the specified color.
Parameters¶
color UnityEngine.Color
radius System.Single
UI.FillRoundedBottom(string, float) Method¶
Fills the current layout rect with bottom-only rounded corners, resolving the color from an animation context.
Parameters¶
animatedColorName System.String
radius System.Single
UI.FillRoundedBottomLeft(Color, float) Method¶
Fills the current layout rect with a bottom-left rounded corner only using the specified color.
Parameters¶
color UnityEngine.Color
radius System.Single
UI.FillRoundedBottomLeft(string, float) Method¶
Fills the current layout rect with a bottom-left rounded corner only, resolving the color from an animation context.
Parameters¶
animatedColorName System.String
radius System.Single
UI.FillRoundedBottomRight(Color, float) Method¶
Fills the current layout rect with a bottom-right rounded corner only using the specified color.
Parameters¶
color UnityEngine.Color
radius System.Single
UI.FillRoundedBottomRight(string, float) Method¶
Fills the current layout rect with a bottom-right rounded corner only, resolving the color from an animation context.
Parameters¶
animatedColorName System.String
radius System.Single
UI.FillRoundedLeft(Color, float) Method¶
Fills the current layout rect with left-only rounded corners using the specified color.
Parameters¶
color UnityEngine.Color
radius System.Single
UI.FillRoundedLeft(string, float) Method¶
Fills the current layout rect with left-only rounded corners, resolving the color from an animation context.
Parameters¶
animatedColorName System.String
radius System.Single
UI.FillRoundedPath(IReadOnlyList\<Vector2>, float, Color) Method¶
Convenience: fills the closed polygon whose sharp corners are all rounded
by cornerRadius. Equivalent to building a Path
of CornerTo vertices and calling FillPath(Path, Color).
public void FillRoundedPath(System.Collections.Generic.IReadOnlyList<Vector2> corners, float cornerRadius, Color color);
Parameters¶
corners System.Collections.Generic.IReadOnlyList<UnityEngine.Vector2>
cornerRadius System.Single
color UnityEngine.Color
UI.FillRoundedRight(Color, float) Method¶
Fills the current layout rect with right-only rounded corners using the specified color.
Parameters¶
color UnityEngine.Color
radius System.Single
UI.FillRoundedRight(string, float) Method¶
Fills the current layout rect with right-only rounded corners, resolving the color from an animation context.
Parameters¶
animatedColorName System.String
radius System.Single
UI.FillRoundedTop(Color, float) Method¶
Fills the current layout rect with top-only rounded corners using the specified color.
Parameters¶
color UnityEngine.Color
radius System.Single
UI.FillRoundedTop(string, float) Method¶
Fills the current layout rect with top-only rounded corners, resolving the color from an animation context.
Parameters¶
animatedColorName System.String
radius System.Single
UI.FillRoundedTopLeft(Color, float) Method¶
Fills the current layout rect with a top-left rounded corner only using the specified color.
Parameters¶
color UnityEngine.Color
radius System.Single
UI.FillRoundedTopLeft(string, float) Method¶
Fills the current layout rect with a top-left rounded corner only, resolving the color from an animation context.
Parameters¶
animatedColorName System.String
radius System.Single
UI.FillRoundedTopRight(Color, float) Method¶
Fills the current layout rect with a top-right rounded corner only using the specified color.
Parameters¶
color UnityEngine.Color
radius System.Single
UI.FillRoundedTopRight(string, float) Method¶
Fills the current layout rect with a top-right rounded corner only, resolving the color from an animation context.
Parameters¶
animatedColorName System.String
radius System.Single
UI.FillSdfArc(float, float, Color, float) Method¶
Fills the current layout rect with an SDF arc (open ring segment) using the specified color.
Parameters¶
angleDeg System.Single
Total opening angle in degrees.
thickness System.Single
Arc stroke thickness in normalised units.
color UnityEngine.Color
Solid fill color.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfArc(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF arc using the specified gradient.
public void FillSdfArc(float angleDeg, float thickness, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
angleDeg System.Single
Total opening angle in degrees.
thickness System.Single
Arc stroke thickness in normalised units.
gradient Gradient
Gradient used to fill the shape.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfBezier(Vector2, Vector2, Vector2, Color, float) Method¶
Fills the current layout rect with an SDF filled quadratic Bezier curve region using the specified color.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfBezier(Vector2, Vector2, Vector2, Gradient, float) Method¶
Fills the current layout rect with an SDF filled quadratic Bezier curve region using the specified gradient.
public void FillSdfBezier(Vector2 A, Vector2 B, Vector2 C, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfBlobbyCross(float, Color, float) Method¶
Fills the current layout rect with an SDF blobby cross using the specified color.
Parameters¶
height System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfBlobbyCross(float, Gradient, float) Method¶
Fills the current layout rect with an SDF blobby cross using the specified gradient.
public void FillSdfBlobbyCross(float height, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
height System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfChamferBox(float, Color, float) Method¶
Fills the current layout rect with an SDF chamfered box using the specified color.
Parameters¶
chamfer System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfChamferBox(float, Gradient, float) Method¶
Fills the current layout rect with an SDF chamfered box using the specified gradient.
public void FillSdfChamferBox(float chamfer, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
chamfer System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfCircleWave(float, float, Color, float) Method¶
Fills the current layout rect with an SDF circle-wave shape using the specified color.
Parameters¶
angle System.Single
radius System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfCircleWave(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF circle-wave shape using the specified gradient.
public void FillSdfCircleWave(float angle, float radius, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
angle System.Single
radius System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfCoolS(Color) Method¶
Fills the current layout rect with an SDF cool-S using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfCoolS(Color, Color) Method¶
Fills the current layout rect with an SDF cool-S using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfCoolS(Color, float) Method¶
Fills the current layout rect with an SDF cool-S using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfCoolS(Gradient) Method¶
Fills the current layout rect with an SDF cool-S using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfCoolS(Gradient, float) Method¶
Fills the current layout rect with an SDF cool-S using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfCross(float, float, Color, float) Method¶
Fills the current layout rect with an SDF cross (+) using the specified color.
Parameters¶
armHalfWidth System.Single
rounding System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfCross(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF cross (+) using the specified gradient.
public void FillSdfCross(float armHalfWidth, float rounding, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
armHalfWidth System.Single
rounding System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfCutDisk(float, Color, float) Method¶
Fills the current layout rect with an SDF cut disk using the specified color.
Parameters¶
cutHeight System.Single
Normalised height of the chord cut, in the range [-1, 1].
color UnityEngine.Color
Solid fill color.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfCutDisk(float, Gradient, float) Method¶
Fills the current layout rect with an SDF cut disk using the specified gradient.
public void FillSdfCutDisk(float cutHeight, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
cutHeight System.Single
Normalised height of the chord cut, in the range [-1, 1].
gradient Gradient
Gradient used to fill the shape.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfEgg(float, float, Color, float) Method¶
Fills the current layout rect with an SDF egg shape using the specified color.
Parameters¶
bottomRadius System.Single
topRadius System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfEgg(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF egg shape using the specified gradient.
public void FillSdfEgg(float bottomRadius, float topRadius, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
bottomRadius System.Single
topRadius System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfEllipse(Color) Method¶
Fills the current layout rect with an SDF ellipse using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfEllipse(Color, Color) Method¶
Fills the current layout rect with an SDF ellipse using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfEllipse(Color, float) Method¶
Fills the current layout rect with an SDF ellipse using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfEllipse(Gradient) Method¶
Fills the current layout rect with an SDF ellipse using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfEllipse(Gradient, float) Method¶
Fills the current layout rect with an SDF ellipse using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfHeart(Color) Method¶
Fills the current layout rect with an SDF heart using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfHeart(Color, Color) Method¶
Fills the current layout rect with an SDF heart using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfHeart(Color, float) Method¶
Fills the current layout rect with an SDF heart using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfHeart(Gradient) Method¶
Fills the current layout rect with an SDF heart using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfHeart(Gradient, float) Method¶
Fills the current layout rect with an SDF heart using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfHexagon(Color) Method¶
Fills the current layout rect with an SDF hexagon using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfHexagon(Color, Color) Method¶
Fills the current layout rect with an SDF hexagon using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfHexagon(Color, float) Method¶
Fills the current layout rect with an SDF hexagon using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfHexagon(Gradient) Method¶
Fills the current layout rect with an SDF hexagon using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfHexagon(Gradient, float) Method¶
Fills the current layout rect with an SDF hexagon using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfHexagram(Color) Method¶
Fills the current layout rect with an SDF hexagram using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfHexagram(Color, Color) Method¶
Fills the current layout rect with an SDF hexagram using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfHexagram(Color, float) Method¶
Fills the current layout rect with an SDF hexagram using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfHexagram(Gradient) Method¶
Fills the current layout rect with an SDF hexagram using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfHexagram(Gradient, float) Method¶
Fills the current layout rect with an SDF hexagram using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfHorseshoe(float, float, float, float, Color, float) Method¶
Fills the current layout rect with an SDF horseshoe shape using the specified color.
public void FillSdfHorseshoe(float openingAngleDeg, float innerRadius, float armHalfWidth, float armHalfThickness, Color color, float rotationDeg=0f);
Parameters¶
openingAngleDeg System.Single
innerRadius System.Single
armHalfWidth System.Single
armHalfThickness System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfHorseshoe(float, float, float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF horseshoe shape using the specified gradient.
public void FillSdfHorseshoe(float openingAngleDeg, float innerRadius, float armHalfWidth, float armHalfThickness, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
openingAngleDeg System.Single
innerRadius System.Single
armHalfWidth System.Single
armHalfThickness System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfHyperbola(float, float, Color, float) Method¶
Fills the current layout rect with an SDF hyperbola using the specified color.
Parameters¶
Hyperbola branch separation coefficient.
height System.Single
Half-height of the drawn branches in normalised units.
color UnityEngine.Color
Solid fill color.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfHyperbola(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF hyperbola using the specified gradient.
public void FillSdfHyperbola(float k, float height, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
Hyperbola branch separation coefficient.
height System.Single
Half-height of the drawn branches in normalised units.
gradient Gradient
Gradient used to fill the shape.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfMoon(float, float, float, Color, float) Method¶
Fills the current layout rect with an SDF crescent moon using the specified color.
public void FillSdfMoon(float centerOffset, float outerRadius, float innerRadius, Color color, float rotationDeg=0f);
Parameters¶
centerOffset System.Single
outerRadius System.Single
innerRadius System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfMoon(float, float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF crescent moon using the specified gradient.
public void FillSdfMoon(float centerOffset, float outerRadius, float innerRadius, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
centerOffset System.Single
outerRadius System.Single
innerRadius System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfOctagon(Color) Method¶
Fills the current layout rect with an SDF octagon using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfOctagon(Color, Color) Method¶
Fills the current layout rect with an SDF octagon using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfOctagon(Color, float) Method¶
Fills the current layout rect with an SDF octagon using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfOctagon(Gradient) Method¶
Fills the current layout rect with an SDF octagon using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfOctagon(Gradient, float) Method¶
Fills the current layout rect with an SDF octagon using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfOrientedVesica(Vector2, Vector2, float, Color, float) Method¶
Fills the current layout rect with an SDF oriented vesica (lens defined by two endpoints) using the specified color.
public void FillSdfOrientedVesica(Vector2 a, Vector2 b, float halfWidth, Color color, float rotationDeg=0f);
Parameters¶
halfWidth System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfOrientedVesica(Vector2, Vector2, float, Gradient, float) Method¶
Fills the current layout rect with an SDF oriented vesica using the specified gradient.
public void FillSdfOrientedVesica(Vector2 a, Vector2 b, float halfWidth, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
halfWidth System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfParabola(float, Color, float) Method¶
Fills the current layout rect with an SDF parabola using the specified color.
Parameters¶
Parabola curvature coefficient.
color UnityEngine.Color
Solid fill color.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfParabola(float, Gradient, float) Method¶
Fills the current layout rect with an SDF parabola using the specified gradient.
Parameters¶
Parabola curvature coefficient.
gradient Gradient
Gradient used to fill the shape.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfParabolaSegment(float, float, Color, float) Method¶
Fills the current layout rect with an SDF parabola segment using the specified color.
public void FillSdfParabolaSegment(float halfWidth, float height, Color color, float rotationDeg=0f);
Parameters¶
halfWidth System.Single
height System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfParabolaSegment(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF parabola segment using the specified gradient.
public void FillSdfParabolaSegment(float halfWidth, float height, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
halfWidth System.Single
height System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfParallelogram(float, Color, float) Method¶
Fills the current layout rect with an SDF parallelogram using the specified color.
Parameters¶
skew System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfParallelogram(float, Gradient, float) Method¶
Fills the current layout rect with an SDF parallelogram using the specified gradient.
public void FillSdfParallelogram(float skew, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
skew System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfPentagon(Color) Method¶
Fills the current layout rect with an SDF pentagon using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfPentagon(Color, Color) Method¶
Fills the current layout rect with an SDF pentagon using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfPentagon(Color, float) Method¶
Fills the current layout rect with an SDF pentagon using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfPentagon(Gradient) Method¶
Fills the current layout rect with an SDF pentagon using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfPentagon(Gradient, float) Method¶
Fills the current layout rect with an SDF pentagon using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfPentagram(Color) Method¶
Fills the current layout rect with an SDF pentagram using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfPentagram(Color, Color) Method¶
Fills the current layout rect with an SDF pentagram using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfPentagram(Color, float) Method¶
Fills the current layout rect with an SDF pentagram using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfPentagram(Gradient) Method¶
Fills the current layout rect with an SDF pentagram using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfPentagram(Gradient, float) Method¶
Fills the current layout rect with an SDF pentagram using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfPie(float, Color, float) Method¶
Fills the current layout rect with an SDF pie sector using the specified color.
Parameters¶
angleDeg System.Single
Total opening angle of the pie sector in degrees.
color UnityEngine.Color
Solid fill color.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfPie(float, Gradient, float) Method¶
Fills the current layout rect with an SDF pie sector using the specified gradient.
Parameters¶
angleDeg System.Single
Total opening angle of the pie sector in degrees.
gradient Gradient
Gradient used to fill the shape.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfQuadraticCircle(Color) Method¶
Fills the current layout rect with an SDF quadratic-circle using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfQuadraticCircle(Color, Color) Method¶
Fills the current layout rect with an SDF quadratic-circle using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfQuadraticCircle(Color, float) Method¶
Fills the current layout rect with an SDF quadratic-circle using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfQuadraticCircle(Gradient) Method¶
Fills the current layout rect with an SDF quadratic-circle using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfQuadraticCircle(Gradient, float) Method¶
Fills the current layout rect with an SDF quadratic-circle using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfRhombus(Color) Method¶
Fills the current layout rect with an SDF rhombus using the specified color.
Parameters¶
color UnityEngine.Color
UI.FillSdfRhombus(Color, Color) Method¶
Fills the current layout rect with an SDF rhombus using a vertical gradient.
Parameters¶
bottom UnityEngine.Color
UI.FillSdfRhombus(Color, float) Method¶
Fills the current layout rect with an SDF rhombus using the specified color and rotation.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfRhombus(Gradient) Method¶
Fills the current layout rect with an SDF rhombus using the specified gradient.
Parameters¶
gradient Gradient
UI.FillSdfRhombus(Gradient, float) Method¶
Fills the current layout rect with an SDF rhombus using the specified gradient and rotation.
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfRing(float, float, Color, float) Method¶
Fills the current layout rect with an SDF ring (annular sector) using the specified color.
Parameters¶
openingAngleDeg System.Single
Total opening angle of the gap in degrees.
thickness System.Single
Ring stroke thickness in normalised units.
color UnityEngine.Color
Solid fill color.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfRing(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF ring using the specified gradient.
public void FillSdfRing(float openingAngleDeg, float thickness, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
openingAngleDeg System.Single
Total opening angle of the gap in degrees.
thickness System.Single
Ring stroke thickness in normalised units.
gradient Gradient
Gradient used to fill the shape.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfRoundedCross(float, Color, float) Method¶
Fills the current layout rect with an SDF rounded cross using the specified color.
Parameters¶
height System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfRoundedCross(float, Gradient, float) Method¶
Fills the current layout rect with an SDF rounded cross using the specified gradient.
public void FillSdfRoundedCross(float height, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
height System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfRoundedX(float, float, Color, float) Method¶
Fills the current layout rect with an SDF rounded X using the specified color.
Parameters¶
halfExtent System.Single
rounding System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfRoundedX(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF rounded X using the specified gradient.
public void FillSdfRoundedX(float halfExtent, float rounding, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
halfExtent System.Single
rounding System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfStairs(float, float, int, Color, float) Method¶
Fills the current layout rect with an SDF staircase pattern using the specified color.
public void FillSdfStairs(float stepWidth, float stepHeight, int steps, Color color, float rotationDeg=0f);
Parameters¶
stepWidth System.Single
stepHeight System.Single
steps System.Int32
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfStairs(float, float, int, Gradient, float) Method¶
Fills the current layout rect with an SDF staircase pattern using the specified gradient.
public void FillSdfStairs(float stepWidth, float stepHeight, int steps, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
stepWidth System.Single
stepHeight System.Single
steps System.Int32
gradient Gradient
rotationDeg System.Single
UI.FillSdfStar(int, float, Color, float) Method¶
Fills the current layout rect with an SDF star using the specified color.
Parameters¶
points System.Int32
Number of star points (clamped 3–20).
Inner-to-outer radius ratio controlling pointiness.
color UnityEngine.Color
Solid fill color.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfStar(int, float, Gradient, float) Method¶
Fills the current layout rect with an SDF star using the specified gradient.
public void FillSdfStar(int points, float m, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
points System.Int32
Number of star points (clamped 3–20).
Inner-to-outer radius ratio controlling pointiness.
gradient Gradient
Gradient used to fill the shape.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillSdfTrapezoid(float, float, Color, float) Method¶
Fills the current layout rect with an SDF trapezoid using the specified color.
public void FillSdfTrapezoid(float topHalfWidth, float bottomHalfWidth, Color color, float rotationDeg=0f);
Parameters¶
topHalfWidth System.Single
bottomHalfWidth System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfTrapezoid(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF trapezoid using the specified gradient.
public void FillSdfTrapezoid(float topHalfWidth, float bottomHalfWidth, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
topHalfWidth System.Single
bottomHalfWidth System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfTriangle(Vector2, Vector2, Vector2, Color, float) Method¶
Fills the current layout rect with an SDF triangle defined by three vertices, using the specified color.
Parameters¶
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfTriangle(Vector2, Vector2, Vector2, Gradient, float) Method¶
Fills the current layout rect with an SDF triangle defined by three vertices, using the specified gradient.
public void FillSdfTriangle(Vector2 v0, Vector2 v1, Vector2 v2, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
gradient Gradient
rotationDeg System.Single
UI.FillSdfTriangleIsosceles(float, float, Color, float) Method¶
Fills the current layout rect with an SDF isosceles triangle using the specified color.
public void FillSdfTriangleIsosceles(float halfBase, float height, Color color, float rotationDeg=0f);
Parameters¶
halfBase System.Single
height System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfTriangleIsosceles(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF isosceles triangle using the specified gradient.
public void FillSdfTriangleIsosceles(float halfBase, float height, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
halfBase System.Single
height System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfTunnel(float, float, Color, float) Method¶
Fills the current layout rect with an SDF tunnel (U-arch) using the specified color.
Parameters¶
halfWidth System.Single
height System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfTunnel(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF tunnel (U-arch) using the specified gradient.
public void FillSdfTunnel(float halfWidth, float height, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
halfWidth System.Single
height System.Single
gradient Gradient
rotationDeg System.Single
UI.FillSdfVesica(float, float, Color, float) Method¶
Fills the current layout rect with an SDF vesica piscis using the specified color.
Parameters¶
radius System.Single
centerOffset System.Single
color UnityEngine.Color
rotationDeg System.Single
UI.FillSdfVesica(float, float, Gradient, float) Method¶
Fills the current layout rect with an SDF vesica piscis using the specified gradient.
public void FillSdfVesica(float radius, float centerOffset, Interlude.Tick.Gradient gradient, float rotationDeg=0f);
Parameters¶
radius System.Single
centerOffset System.Single
gradient Gradient
rotationDeg System.Single
UI.FillShader(string, Color, Vector4, Vector4, float) Method¶
Fills the current layout rect using a custom SDF shader with the specified color.
public void FillShader(string shaderName, Color color, Vector4 params0=default(Vector4), Vector4 params1=default(Vector4), float rotationDeg=0f);
Parameters¶
shaderName System.String
Name of the registered custom shader.
color UnityEngine.Color
Solid fill color.
params0 UnityEngine.Vector4
First packed Vector4 of custom shader parameters.
params1 UnityEngine.Vector4
Second packed Vector4 of custom shader parameters.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillShader(string, Gradient, Vector4, Vector4, float) Method¶
Fills the current layout rect using a custom SDF shader with the specified gradient.
public void FillShader(string shaderName, Interlude.Tick.Gradient gradient, Vector4 params0=default(Vector4), Vector4 params1=default(Vector4), float rotationDeg=0f);
Parameters¶
shaderName System.String
Name of the registered custom shader.
gradient Gradient
Gradient used to fill the shape.
params0 UnityEngine.Vector4
First packed Vector4 of custom shader parameters.
params1 UnityEngine.Vector4
Second packed Vector4 of custom shader parameters.
rotationDeg System.Single
Clockwise rotation about the rect center, in degrees.
UI.FillStar(Vector2, Size, Size, int, Color, float) Method¶
Fills a star polygon with alternating outer/inner radii.
public void FillStar(Vector2 center, Interlude.Tick.Size outerRadius, Interlude.Tick.Size innerRadius, int points, Color color, float angleOffsetDeg=-90f);
Parameters¶
center UnityEngine.Vector2
Center of the star in layout space, relative to the current layout rect.
outerRadius Size
Distance from the center to each outer point, as a Size: pixels, or a percentage of the smaller side of the current rect.
innerRadius Size
Distance from the center to each inner valley between points, as a Size (pixels or a percentage of the smaller side of the current rect).
points System.Int32
Number of outer points (e.g. 5 for a five-pointed star).
color UnityEngine.Color
Fill color applied uniformly to all vertices.
angleOffsetDeg System.Single
Rotation of the first outer point in degrees, measured from the positive-X axis with counter-clockwise positive (on a y-down screen this appears clockwise). The default of -90° places the first point at the top.
UI.FillTriangle(Vector2, Vector2, Vector2, Color) Method¶
Fills a triangle from three points, relative to the current layout rect.
Parameters¶
color UnityEngine.Color
UI.FillTriangle(Vector2, Vector2, Vector2, Color, Color, Color) Method¶
Fills a triangle with per-vertex colors, relative to the current layout rect.
public void FillTriangle(Vector2 a, Vector2 b, Vector2 c, Color colorA, Color colorB, Color colorC);
Parameters¶
colorA UnityEngine.Color
colorB UnityEngine.Color
colorC UnityEngine.Color
UI.FillTriangleDown(Color) Method¶
Fills a downward-pointing triangle inscribed in the current layout rect.
Parameters¶
color UnityEngine.Color
UI.FillTriangleDown(Rect, Color) Method¶
Fills a downward-pointing triangle inscribed in an explicit layout rect.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
UI.FillTriangleLeft(Color) Method¶
Fills a left-pointing triangle inscribed in the current layout rect.
Parameters¶
color UnityEngine.Color
UI.FillTriangleLeft(Rect, Color) Method¶
Fills a left-pointing triangle inscribed in an explicit layout rect.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
UI.FillTriangleRight(Color) Method¶
Fills a right-pointing triangle inscribed in the current layout rect.
Parameters¶
color UnityEngine.Color
UI.FillTriangleRight(Rect, Color) Method¶
Fills a right-pointing triangle inscribed in an explicit layout rect.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
UI.FillTriangleUp(Color) Method¶
Fills an upward-pointing triangle inscribed in the current layout rect.
Parameters¶
color UnityEngine.Color
UI.FillTriangleUp(Rect, Color) Method¶
Fills an upward-pointing triangle inscribed in an explicit layout rect.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
UI.FromHex(string, int) Method¶
Parses an HTML colour string (e.g. "#FF8800") into a UnityEngine.Color, overriding the alpha channel with alpha (0–255).
Parameters¶
hex System.String
alpha System.Int32
Returns¶
UI.FromInt(int, int, int, int) Method¶
Creates a UnityEngine.Color from integer RGBA components in the range 0–255.
Parameters¶
Returns¶
UI.GetButton(string, MouseButton) Method¶
Returns the full Interlude.Tick.ButtonState for the current frame.
public Interlude.Tick.ButtonState GetButton(string id, Interlude.Tick.MouseButton button=Interlude.Tick.MouseButton.Left);
Parameters¶
button Interlude.Tick.MouseButton
Returns¶
UI.GetCaretPosition(string) Method¶
Returns the caret index for the textbox identified by textboxId.
Parameters¶
textboxId System.String
Returns¶
UI.GetDrawer() Method¶
Returns the underlying drawer used to issue draw commands this frame.
Returns¶
UI.GetFocused() Method¶
Returns the raw ID of the currently focused widget, or -1 if none.
Returns¶
UI.GetFocusedRect() Method¶
Returns the layout-space rect of the currently-focused element in the active
navigation block, or null if no element is focused or no block is open.
Used by ScrollFocusedIntoView() and any consumer that needs the
focused thing's bounds — focus outlines, animation highlights, tooltip anchors.
Returns¶
System.Nullable<UnityEngine.Rect>
UI.GetInput() Method¶
Returns the active IInput provider. Lets external helpers (e.g. Debug Console) read input through the same abstraction the UI uses internally, so the legacy / Input System split is handled in one place.
Returns¶
UI.GetMousePosition() Method¶
Returns the current mouse position in screen pixels.
Returns¶
UI.GetRootRect() Method¶
Gets the root rect in virtual coordinates.
Returns¶
UnityEngine.Rect
Root rect in virtual coordinates.
UI.GetSafeAreaMargin() Method¶
Returns the current device safe-area insets (notch, status bar, gesture bar) as a layout-space Margin, reading UnityEngine.Screen.safeArea. Zero on platforms and displays without insets.
Returns¶
UI.GetSafeAreaMargin(Rect, Vector2) Method¶
Converts a safe-area rect and screen size (both in screen pixels, matching UnityEngine.Screen.safeArea conventions) into layout-space inset Margin, rounded to whole layout units. Prefer the no-argument overload in app code; this one is for tests and custom safe-area sources.
Parameters¶
safeArea UnityEngine.Rect
The safe region in screen pixels (origin bottom-left, y up).
screenSize UnityEngine.Vector2
The full screen size in pixels.
Returns¶
UI.GetTopClipRect() Method¶
Returns the top clip rect in screen coordinates, or null when the clip stack is empty.
Returns¶
System.Nullable<UnityEngine.Rect>
UI.HasSelectedElement() Method¶
Reserved for future use.
UI.HasTopID() Method¶
Returns true when at least one ID has been pushed onto the ID stack.
Returns¶
UI.HidePanel() Method¶
Hides the panel currently at the top of the panel stack.
UI.HidePanel(string) Method¶
Hides the panel with the specified identifier.
Parameters¶
UI.HidePopup(string) Method¶
Hides the popup with the given id.
Parameters¶
UI.HorizontalSlide(string, float, float, float, Rect) Method¶
Creates a horizontal slide control.
Parameters¶
The identifier for the slide control.
value System.Single
The current value of the slide control.
min System.Single
The minimum value of the slide control.
max System.Single
The maximum value of the slide control.
handle UnityEngine.Rect
The rectangle representing the handle of the slide control.
Returns¶
System.Single
The updated value of the slide control.
UI.Image(Rect, RenderTexture) Method¶
Draws a RenderTexture at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
renderTexture UnityEngine.RenderTexture
UI.Image(Rect, Sprite) Method¶
Draws sprite into an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
sprite UnityEngine.Sprite
UI.Image(Rect, Sprite, Color) Method¶
Draws sprite tinted by tint into an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
sprite UnityEngine.Sprite
tint UnityEngine.Color
UI.Image(Rect, Texture2D) Method¶
Draws an image at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
UI.Image(Rect, Texture2D, ImageScaleMode) Method¶
Draws an image at an explicit layout rectangle, with the given aspect-ratio preservation mode.
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
mode ImageScaleMode
UI.Image(Rect, Texture2D, Rect) Method¶
Draws the section of texture defined by sourceUV into an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
sourceUV UnityEngine.Rect
UI.Image(Rect, Texture2D, Rect, Color) Method¶
Draws a sub-region of texture, tinted by tint, into an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
sourceUV UnityEngine.Rect
tint UnityEngine.Color
UI.Image(Rect, Texture2D, RectInt) Method¶
Draws the section of texture defined by sourcePixels into an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
sourcePixels UnityEngine.RectInt
UI.Image(RenderTexture) Method¶
Draws an image using the specified RenderTexture.
Parameters¶
renderTexture UnityEngine.RenderTexture
The RenderTexture to draw.
UI.Image(Sprite) Method¶
Draws sprite (its own region of the atlas, not the whole atlas
page) into the current layout rectangle. Atlas rotation and tight-mesh packing are
ignored — the sprite's textureRect bounding box is drawn. No-op if the sprite
is null.
Parameters¶
sprite UnityEngine.Sprite
UI.Image(Sprite, Color) Method¶
Draws sprite tinted by tint into the current layout rectangle.
Parameters¶
sprite UnityEngine.Sprite
tint UnityEngine.Color
UI.Image(Texture2D) Method¶
Draws an image using the specified texture.
Parameters¶
texture UnityEngine.Texture2D
The texture to draw.
UI.Image(Texture2D, ImageScaleMode) Method¶
Draws an image into the current layout rectangle, choosing how its aspect ratio is preserved relative to the rect via mode.
Parameters¶
texture UnityEngine.Texture2D
The texture to draw.
mode ImageScaleMode
Stretch ignores aspect ratio (default for the no-mode overloads). Fit shrinks the image to fit inside the rect with letterboxing. Fill grows the image to cover the rect and clips the overflow.
UI.Image(Texture2D, Rect) Method¶
Draws the section of texture defined by sourceUV (0..1 across the texture) into the current layout rectangle. Use for sprite atlases / texture sheets.
Parameters¶
texture UnityEngine.Texture2D
The texture to draw.
sourceUV UnityEngine.Rect
Sub-region of the texture to sample, in UV
space. (0, 0) is the top-left corner of the source; (1, 1) the
bottom-right. new Rect(0, 0, 1, 1) samples the whole texture.
UI.Image(Texture2D, Rect, Color) Method¶
Draws a sub-region of texture, tinted by tint, into the current layout rectangle.
Parameters¶
texture UnityEngine.Texture2D
sourceUV UnityEngine.Rect
tint UnityEngine.Color
UI.Image(Texture2D, RectInt) Method¶
Draws the section of texture defined by sourcePixels (in source-texture pixel coordinates) into the current layout rectangle. Returns silently if the texture is null or has zero dimensions.
Parameters¶
texture UnityEngine.Texture2D
The texture to draw.
sourcePixels UnityEngine.RectInt
Sub-region of the texture to sample, in source-texture pixels. Converted to UV space internally.
UI.Image9Slice(Rect, Texture2D, float, Color) Method¶
Convenience: uniform border on all four sides.
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
borderPx System.Single
tint UnityEngine.Color
UI.Image9Slice(Rect, Texture2D, Vector4, Color) Method¶
Draws a texture using 9-slice scaling: the four corners stay at their authored size, the edges stretch along one axis, and the centre stretches in both.
Parameters¶
rect UnityEngine.Rect
Destination rect in layout space.
texture UnityEngine.Texture2D
Source texture.
borderPx UnityEngine.Vector4
Border widths (left, right, top, bottom) in layout pixels.
tint UnityEngine.Color
Tint colour applied to the sampled texture; defaults to white.
UI.Image9Slice(Texture2D, float, Color) Method¶
Convenience: uniform border on all four sides, drawing into the current top rect.
Parameters¶
texture UnityEngine.Texture2D
borderPx System.Single
tint UnityEngine.Color
UI.Image9Slice(Texture2D, Vector4, Color) Method¶
Draws a 9-slice texture into the current top layout rect - mirrors the
rect-less Fill(Color) shape so callers can stay inside an
Auto() scope without quoting the rect.
Parameters¶
texture UnityEngine.Texture2D
borderPx UnityEngine.Vector4
tint UnityEngine.Color
UI.ImageByName(Rect, string) Method¶
Draws a named image at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
name System.String
UI.ImageByName(Rect, string, Color) Method¶
Draws a tinted named image at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
name System.String
tint UnityEngine.Color
UI.ImageByName(Rect, string, Color, float) Method¶
Draws a tinted, rotated named image at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
name System.String
tint UnityEngine.Color
angleDeg System.Single
UI.ImageByName(Rect, string, ImageScaleMode) Method¶
Draws a named image at an explicit layout rectangle with the chosen aspect-ratio preservation mode.
Parameters¶
rect UnityEngine.Rect
name System.String
mode ImageScaleMode
UI.ImageByName(Rect, string, Rect) Method¶
Draws the sub-region of a named texture defined by sourceUV into an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
name System.String
sourceUV UnityEngine.Rect
UI.ImageByName(Rect, string, Rect, Color) Method¶
Draws the sub-region of a named texture defined by sourceUV with a tint colour at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
name System.String
sourceUV UnityEngine.Rect
tint UnityEngine.Color
UI.ImageByName(string) Method¶
Draws an image using the specified image name.
Parameters¶
name System.String
The name of the image to draw.
UI.ImageByName(string, Color) Method¶
Draws an image using the specified image name with a tint color.
Parameters¶
name System.String
The name of the image to draw.
tint UnityEngine.Color
The tint color to apply to the image.
UI.ImageByName(string, Color, float) Method¶
Draws an image using the specified image name with a tint color and rotation angle.
Parameters¶
name System.String
The name of the image to draw.
tint UnityEngine.Color
The tint color to apply to the image.
angleDeg System.Single
The rotation angle in degrees.
UI.ImageByName(string, ImageScaleMode) Method¶
Draws a named image into the current rect with the chosen aspect- ratio preservation mode. Resolves the texture eagerly through the resource provider so it can read the image's pixel size for the fit calculation.
Parameters¶
name System.String
mode ImageScaleMode
UI.ImageByName(string, Rect) Method¶
Draws the sub-region of a named texture defined by sourceUV into the current layout rectangle.
Parameters¶
name System.String
Resource-provider name of the texture.
sourceUV UnityEngine.Rect
Sub-region in UV space (0..1). Use
new Rect(0, 0, 1, 1) for the whole texture.
UI.ImageByName(string, Rect, Color) Method¶
Draws the sub-region of a named texture defined by sourceUV with a tint colour.
Parameters¶
name System.String
sourceUV UnityEngine.Rect
tint UnityEngine.Color
UI.ImageByName9Slice(Rect, string, float, Color) Method¶
9-slice variant of ImageByName with a uniform border; looks up the texture from the resource provider.
Parameters¶
rect UnityEngine.Rect
name System.String
borderPx System.Single
tint UnityEngine.Color
UI.ImageByName9Slice(Rect, string, Vector4, Color) Method¶
9-slice variant of ImageByName - looks up the texture from the resource provider.
Parameters¶
rect UnityEngine.Rect
name System.String
borderPx UnityEngine.Vector4
tint UnityEngine.Color
UI.ImageByName9Slice(string, float, Color) Method¶
9-slice ImageByName with a uniform border drawn into the current top layout rect.
Parameters¶
name System.String
borderPx System.Single
tint UnityEngine.Color
UI.ImageByName9Slice(string, Vector4, Color) Method¶
9-slice ImageByName drawn into the current top layout rect.
Parameters¶
name System.String
borderPx UnityEngine.Vector4
tint UnityEngine.Color
UI.ImageByNameRounded(Rect, string, Color, CornerRadius) Method¶
Draws a tinted named image with rounded corners at an explicit layout rectangle.
public void ImageByNameRounded(Rect rect, string name, Color tint, Interlude.Tick.CornerRadius radius);
Parameters¶
rect UnityEngine.Rect
name System.String
tint UnityEngine.Color
radius CornerRadius
UI.ImageByNameRounded(Rect, string, CornerRadius) Method¶
Draws a named image with rounded corners at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
name System.String
radius CornerRadius
UI.ImageByNameRounded(string, Color, CornerRadius) Method¶
Draws an image using the specified image name with rounded corners and a tint color.
Parameters¶
name System.String
The name of the image to draw.
tint UnityEngine.Color
The tint color to apply to the image.
radius CornerRadius
The radius of the rounded corners.
UI.ImageByNameRounded(string, CornerRadius) Method¶
Draws an image using the specified image name with rounded corners.
Parameters¶
name System.String
The name of the image to draw.
radius CornerRadius
The radius of the rounded corners.
UI.ImageRounded(Rect, RenderTexture, CornerRadius) Method¶
Draws a RenderTexture with rounded corners at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.RenderTexture
radius CornerRadius
UI.ImageRounded(Rect, Sprite, CornerRadius) Method¶
Draws sprite with rounded corners into an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
sprite UnityEngine.Sprite
radius CornerRadius
UI.ImageRounded(Rect, Texture2D, Color, CornerRadius) Method¶
Draws a tinted image with rounded corners at an explicit layout rectangle.
public void ImageRounded(Rect rect, Texture2D texture, Color tint, Interlude.Tick.CornerRadius radius);
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
tint UnityEngine.Color
radius CornerRadius
UI.ImageRounded(Rect, Texture2D, CornerRadius) Method¶
Draws an image with rounded corners at an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
radius CornerRadius
UI.ImageRounded(Rect, Texture2D, Rect, CornerRadius) Method¶
Draws the section of texture defined by sourceUV with rounded corners into an explicit layout rectangle.
public void ImageRounded(Rect rect, Texture2D texture, Rect sourceUV, Interlude.Tick.CornerRadius radius);
Parameters¶
rect UnityEngine.Rect
texture UnityEngine.Texture2D
sourceUV UnityEngine.Rect
radius CornerRadius
UI.ImageRounded(RenderTexture, CornerRadius) Method¶
Draws an image using the specified texture with rounded corners.
Parameters¶
texture UnityEngine.RenderTexture
The texture to draw.
radius CornerRadius
The radius of the rounded corners.
UI.ImageRounded(Sprite, CornerRadius) Method¶
Draws sprite with rounded corners into the current layout rectangle.
Parameters¶
sprite UnityEngine.Sprite
radius CornerRadius
UI.ImageRounded(Texture2D, Color, CornerRadius) Method¶
Draws an image using the specified texture with rounded corners and a tint color.
Parameters¶
texture UnityEngine.Texture2D
The texture to draw.
tint UnityEngine.Color
The tint color to apply to the image.
radius CornerRadius
The radius of the rounded corners.
UI.ImageRounded(Texture2D, CornerRadius) Method¶
Draws an image using the specified texture with rounded corners.
Parameters¶
texture UnityEngine.Texture2D
The texture to draw.
radius CornerRadius
The radius of the rounded corners.
UI.ImageRounded(Texture2D, Rect, CornerRadius) Method¶
Draws the section of texture defined by sourceUV with rounded corners into the current layout rectangle.
Parameters¶
texture UnityEngine.Texture2D
sourceUV UnityEngine.Rect
radius CornerRadius
UI.InsetBottom(Size, Size, Size) Method¶
Pushes a rect inset from the bottom center of the top rect.
public Interlude.Tick.UI InsetBottom(Interlude.Tick.Size offsetY, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
offsetY Size
Amount to inset from the bottom side.
width Size
Width of the inset rect.
height Size
Height of the inset rect.
Returns¶
UI
This UI instance for chaining.
UI.InsetBottomLeft(Size, Size, Size, Size) Method¶
Pushes a rect inset from the bottom left corner of the top rect.
public Interlude.Tick.UI InsetBottomLeft(Interlude.Tick.Size offsetX, Interlude.Tick.Size offsetY, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
offsetX Size
Amount to inset from the left side.
offsetY Size
Amount to inset from the bottom side.
width Size
Width of the inset rect.
height Size
Height of the inset rect.
Returns¶
UI
This UI instance for chaining.
UI.InsetBottomRight(Size, Size, Size, Size) Method¶
Pushes a rect inset from the bottom right corner of the top rect.
public Interlude.Tick.UI InsetBottomRight(Interlude.Tick.Size offsetX, Interlude.Tick.Size offsetY, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
offsetX Size
Amount to inset from the right side.
offsetY Size
Amount to inset from the bottom side.
width Size
Width of the inset rect.
height Size
Height of the inset rect.
Returns¶
UI
This UI instance for chaining.
UI.InsetLeft(Size, Size, Size) Method¶
Pushes a rect inset from the left center of the top rect.
public Interlude.Tick.UI InsetLeft(Interlude.Tick.Size offsetX, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
offsetX Size
Amount to inset from the left side.
width Size
Width of the inset rect.
height Size
Height of the inset rect.
Returns¶
UI
This UI instance for chaining.
UI.InsetRight(Size, Size, Size) Method¶
Pushes a rect inset from the right center of the top rect.
public Interlude.Tick.UI InsetRight(Interlude.Tick.Size offsetX, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
offsetX Size
Amount to inset from the right side.
width Size
Width of the inset rect.
height Size
Height of the inset rect.
Returns¶
UI
This UI instance for chaining.
UI.InsetTop(Size, Size, Size) Method¶
Pushes a rect inset from the top center of the top rect.
public Interlude.Tick.UI InsetTop(Interlude.Tick.Size offsetY, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
offsetY Size
Amount to inset from the top side.
width Size
Width of the inset rect.
height Size
Height of the inset rect.
Returns¶
UI
This UI instance for chaining.
UI.InsetTopLeft(Size, Size, Size, Size) Method¶
Pushes a rect inset from the top left corner of the top rect.
public Interlude.Tick.UI InsetTopLeft(Interlude.Tick.Size offsetX, Interlude.Tick.Size offsetY, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
offsetX Size
Amount to inset from the left side.
offsetY Size
Amount to inset from the top side.
width Size
Width of the inset rect.
height Size
Height of the inset rect.
Returns¶
UI
This UI instance for chaining.
UI.InsetTopRight(Size, Size, Size, Size) Method¶
Pushes a rect inset from the top right corner of the top rect.
public Interlude.Tick.UI InsetTopRight(Interlude.Tick.Size offsetX, Interlude.Tick.Size offsetY, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
offsetX Size
Amount to inset from the right side.
offsetY Size
Amount to inset from the top side.
width Size
Width of the inset rect.
height Size
Height of the inset rect.
Returns¶
UI
This UI instance for chaining.
UI.IsActiveNavigationBlock(string) Method¶
Returns true if the navigation block identified by id is currently at the top of the navigation stack.
Parameters¶
Returns¶
UI.IsAnyEntered() Method¶
Returns true when any widget has engaged — captured the directional/keyboard
stream for its own use (a textbox editing, a slider adjusting). While true, navigation
traversal is suspended so the arrow / dpad inputs reach the engaged widget instead of
moving the highlight.
Returns¶
UI.IsAnyFocused() Method¶
Returns true when any widget currently holds focus.
Returns¶
UI.IsEntered(int) Method¶
Returns true when the widget with the given raw ID is engaged.
Parameters¶
id System.Int32
Returns¶
UI.IsEntered(string) Method¶
Returns true when the widget with the given string ID is engaged.
Parameters¶
Returns¶
UI.IsFocused(int) Method¶
Returns true when the widget with the given raw ID has focus.
Parameters¶
id System.Int32
Returns¶
UI.IsFocused(string) Method¶
Returns true when the widget with the given string ID has focus.
Parameters¶
Returns¶
UI.IsHovered() Method¶
Returns true when a pointer is inside the current rect and this panel is the topmost hovered panel.
Returns¶
UI.IsJustHovered() Method¶
Returns true when the current rect became hovered this frame (was not hovered last frame).
Returns¶
UI.IsLastHovered() Method¶
Returns true when the current rect was also hovered the previous frame.
Returns¶
UI.IsMouseOverUI() Method¶
Returns true when the mouse cursor is over any UI panel or a control has captured input.
Returns¶
UI.IsNavigationActive(string) Method¶
Returns true if the navigation block identified by id is currently the active top of the history stack (i.e. receiving input).
Parameters¶
Returns¶
UI.IsNavigationFirstFrame(string) Method¶
Returns true on the first frame that the navigation block identified by id is active (i.e. active but not yet used any frame).
Parameters¶
Returns¶
UI.IsPanelFirstShown() Method¶
Returns true on the first frame the panel currently at the top of the stack is shown.
Returns¶
UI.IsPanelFirstShown(int) Method¶
Returns true on the first frame the panel with idHash is shown.
Parameters¶
idHash System.Int32
Returns¶
UI.IsPanelFirstShown(string) Method¶
Returns true on the first frame the panel with id is shown (i.e. it was not used last frame).
Parameters¶
Returns¶
UI.IsPanelVisible(string) Method¶
Returns true when the panel with the given id is currently in the Visible state.
Parameters¶
Returns¶
UI.IsRectOffScreen(Rect) Method¶
Checks if the given rect is completely off-screen by testing if any of its corners are outside the root rect.
Parameters¶
rect UnityEngine.Rect
The rect to check.
Returns¶
System.Boolean
True if the rect is off-screen, false otherwise.
UI.IsTextCharacter(char) Method¶
Returns true when the character is a printable ASCII character (code 32–126).
Parameters¶
Returns¶
UI.LayoutToScreen(float, bool) Method¶
Converts a virtual coordinate value to screen coordinates.
Parameters¶
value System.Single
The virtual coordinate value.
isWidth System.Boolean
Indicates whether the value represents a width (true) or height (false).
Returns¶
System.Single
The value in screen coordinates.
UI.LayoutToScreen(CornerRadius) Method¶
Converts a virtual coordinate CornerRadius to screen coordinates.
Parameters¶
radius CornerRadius
The virtual coordinate CornerRadius.
Returns¶
CornerRadius
The CornerRadius in screen coordinates.
UI.LayoutToScreen(Rect) Method¶
Converts a virtual coordinate rect to screen coordinates.
Parameters¶
rect UnityEngine.Rect
The virtual coordinate rect.
Returns¶
UnityEngine.Rect
The rect in screen coordinates.
UI.LayoutToScreen(Vector2) Method¶
Converts a virtual coordinate vector to screen coordinates.
Parameters¶
The virtual coordinate vector.
Returns¶
UnityEngine.Vector2
The vector in screen coordinates.
UI.Left(Size) Method¶
Pushes a rect aligned to the bottom of the current top layout rect.
Parameters¶
size Size
Size of the rect to push.
Returns¶
UI
This UI instance for chaining.
UI.LeftHalf() Method¶
Pushes the left half of the current top layout rect.
Returns¶
UI
This UI instance for chaining.
UI.Line(Vector2, Vector2, float, Color, Color, Cap) Method¶
Draws an antialiased gradient line segment in layout coordinates.
public void Line(Vector2 a, Vector2 b, float thickness, Color colorStart, Color colorEnd, Interlude.Tick.DrawCommand.Cap cap=Interlude.Tick.DrawCommand.Cap.Round);
Parameters¶
thickness System.Single
colorStart UnityEngine.Color
colorEnd UnityEngine.Color
cap Interlude.Tick.DrawCommand.Cap
UI.Line(Vector2, Vector2, float, Color, Cap) Method¶
Draws an antialiased line segment between two points in layout coordinates, with the given thickness and color. The segment is rendered through the SDF pipeline (analytic AA, matches rounded rectangles).
public void Line(Vector2 a, Vector2 b, float thickness, Color color, Interlude.Tick.DrawCommand.Cap cap=Interlude.Tick.DrawCommand.Cap.Round);
Parameters¶
thickness System.Single
color UnityEngine.Color
cap Interlude.Tick.DrawCommand.Cap
UI.LineBottom(Color) Method¶
Draws a 1px horizontal line along the bottom edge of the current layout rectangle.
Parameters¶
color UnityEngine.Color
UI.LineCenterHorizontal(Color) Method¶
Draws a horizontal pixel-width line through the centre of the current layout rectangle.
Parameters¶
color UnityEngine.Color
UI.LineCenterHorizontal(Rect, Color) Method¶
Draws a horizontal pixel-width line through the centre of an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
UI.LineCenterVertical(Color) Method¶
Draws a vertical pixel-width line through the centre of the current layout rectangle.
Parameters¶
color UnityEngine.Color
UI.LineCenterVertical(Rect, Color) Method¶
Draws a vertical pixel-width line through the centre of an explicit layout rectangle.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
UI.LineGraph(string, string, List\<float>, Color, Vector2, Vector2) Method¶
Draws a line graph with an optional title, axis borders, and data series, using the default GraphConfig with color as the line colour. Call the GraphConfig overload to theme the title font, colours, and axis visibility.
public void LineGraph(string id, string title, System.Collections.Generic.List<float> values, Color color, Vector2 xRange, Vector2 yRange);
Parameters¶
Stable identifier for this graph.
title System.String
Title drawn above the plot; pass null or empty for no title.
values System.Collections.Generic.List<System.Single>
Data series plotted left to right.
color UnityEngine.Color
Color of the plotted line.
xRange UnityEngine.Vector2
X-axis value range (unused in current implementation; reserved for future labelling).
yRange UnityEngine.Vector2
Y-axis value range used to normalise values into the plot area.
UI.LineGraph(string, string, List\<float>, Vector2, Vector2, GraphConfig) Method¶
Draws a line graph with an optional title, axis borders, and data series, themed through config (title font/size, title/axis/line colours, axis visibility).
public void LineGraph(string id, string title, System.Collections.Generic.List<float> values, Vector2 xRange, Vector2 yRange, Interlude.Tick.GraphConfig config);
Parameters¶
Stable identifier for this graph.
title System.String
Title drawn above the plot; pass null or empty for no title.
values System.Collections.Generic.List<System.Single>
Data series plotted left to right.
xRange UnityEngine.Vector2
X-axis value range (unused in current implementation; reserved for future labelling).
yRange UnityEngine.Vector2
Y-axis value range used to normalise values into the plot area.
config GraphConfig
Visual configuration; see Default.
UI.LineLeft(Color) Method¶
Draws a 1px vertical line along the left edge of the current layout rectangle.
Parameters¶
color UnityEngine.Color
UI.LinePixel(Vector2, Vector2, Color, Color) Method¶
Draws a line from start to end (layout coordinates) using the pixel-line primitive. Like Line(Vector2, Vector2, float, Color, Cap), the layout→screen conversion happens here at the draw level; the drawer only ever receives screen pixels.
Parameters¶
start UnityEngine.Vector2
The starting point of the line, in layout coordinates.
The ending point of the line, in layout coordinates.
colorStart UnityEngine.Color
The color at the start of the line.
colorEnd UnityEngine.Color
The color at the end of the line.
UI.LineRight(Color) Method¶
Draws a 1px vertical line along the right edge of the current layout rectangle.
Parameters¶
color UnityEngine.Color
UI.Lines(IReadOnlyList\<Vector2>, float, Color, Cap) Method¶
Draws a connected polyline through points using SDF segments. Joins are simple overdraw - fine for opaque colors at typical thickness.
public void Lines(System.Collections.Generic.IReadOnlyList<Vector2> points, float thickness, Color color, Interlude.Tick.DrawCommand.Cap cap=Interlude.Tick.DrawCommand.Cap.Round);
Parameters¶
points System.Collections.Generic.IReadOnlyList<UnityEngine.Vector2>
thickness System.Single
color UnityEngine.Color
cap Interlude.Tick.DrawCommand.Cap
UI.LinesPixel(IReadOnlyList\<Vector2>, Color) Method¶
Draws multiple connected lines through points (layout coordinates) using the pixel-line primitive. Like Lines(IReadOnlyList<Vector2>, float, Color, Cap), the layout→screen conversion happens here at the draw level; the drawer only ever receives screen pixels.
Parameters¶
points System.Collections.Generic.IReadOnlyList<UnityEngine.Vector2>
The points defining the connected lines, in layout coordinates.
color UnityEngine.Color
The color of the lines.
UI.LineTop(Color) Method¶
Draws a 1px horizontal line along the top edge of the current layout rectangle.
Parameters¶
color UnityEngine.Color
UI.MakeID(Id) Method¶
Computes the ID that PushID(Id) would produce without pushing it onto the stack.
Parameters¶
id Id
Returns¶
UI.MakeRelative(Rect) Method¶
Returns a rect made relative to the top rect in virtual coordinates.
Parameters¶
rect UnityEngine.Rect
Returns¶
UnityEngine.Rect
The relative rect.
UI.MakeRelative(Vector2) Method¶
Returns a vector made relative to the top rect in virtual coordinates.
Parameters¶
The vector to make relative.
Returns¶
UnityEngine.Vector2
The relative vector.
UI.MeasureFitFontSize(Rect, string, string, int, int, TextAlign, Wrap) Method¶
Returns the largest integer font size in [minSize, maxSize] whose
rendered bounds fit inside rect. The result is always
a size that the active resource provider has loaded - sizes the
provider does not have are skipped during the binary search via
HasFontAtSize(string, int), since
MeasureTextLines(string, int, string, TextAlign, Rect, Wrap, ReadOnlySpan<Rect>, int) would otherwise return zero
bounds for those and the search would lock onto a phantom size that
has no glyph atlas to draw with.
public int MeasureFitFontSize(Rect rect, string text, string fontName, int maxSize, int minSize=8, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
rect UnityEngine.Rect
text System.String
fontName System.String
maxSize System.Int32
minSize System.Int32
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureFitFontSize(string, string, int, int, TextAlign, Wrap) Method¶
Returns the largest integer font size in [minSize, maxSize] whose
rendered bounds fit inside the current layout rect. Uses binary search
over MeasureTextLines(string, string, int, TextAlign, Wrap).
public int MeasureFitFontSize(string text, string fontName, int maxSize, int minSize=8, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
maxSize System.Int32
minSize System.Int32
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureTextExact(Rect, string, string, int, ReadOnlySpan\<Rect>, TextAlign, Wrap) Method¶
Measures text laid out inside an explicit layout rectangle.
public Rect MeasureTextExact(Rect rect, string text, string fontName, int size, ref System.ReadOnlySpan<Rect> characterRects, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
rect UnityEngine.Rect
text System.String
fontName System.String
size System.Int32
characterRects System.ReadOnlySpan<UnityEngine.Rect>
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureTextExact(string, string, int, ReadOnlySpan\<Rect>, TextAlign, Wrap) Method¶
Measures text laid out inside the current layout rectangle, returning per-character rects.
public Rect MeasureTextExact(string text, string fontName, int size, ref System.ReadOnlySpan<Rect> characterRects, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
size System.Int32
characterRects System.ReadOnlySpan<UnityEngine.Rect>
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureTextHeightLines(Rect, string, string, int, TextAlign, Wrap) Method¶
Measures text height using the given width (from rect).
public float MeasureTextHeightLines(Rect rect, string text, string fontName, int size, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
rect UnityEngine.Rect
text System.String
fontName System.String
size System.Int32
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureTextHeightLines(string, string, int, TextAlign, Wrap) Method¶
Returns the height of text laid out inside the current layout rectangle.
public float MeasureTextHeightLines(string text, string fontName, int size, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
size System.Int32
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureTextLines(Rect, string, string, int, TextAlign, Wrap) Method¶
Measures text laid out inside an explicit layout rectangle.
public Rect MeasureTextLines(Rect rect, string text, string fontName, int size, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
rect UnityEngine.Rect
text System.String
fontName System.String
size System.Int32
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureTextLines(Rect, string, string, int, ReadOnlySpan\<Rect>, int, TextAlign, Wrap) Method¶
Measures text laid out inside an explicit layout rectangle, returning per-character rects.
public Rect MeasureTextLines(Rect rect, string text, string fontName, int size, ref System.ReadOnlySpan<Rect> characterRects, ref int lineCount, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
rect UnityEngine.Rect
text System.String
fontName System.String
size System.Int32
characterRects System.ReadOnlySpan<UnityEngine.Rect>
lineCount System.Int32
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureTextLines(string, string, int, TextAlign, Wrap) Method¶
Measures text laid out inside the current layout rectangle, returning the bounding rect of all lines.
public Rect MeasureTextLines(string text, string fontName, int size, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
size System.Int32
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MeasureTextLines(string, string, int, ReadOnlySpan\<Rect>, int, TextAlign, Wrap) Method¶
Measures text laid out inside the current layout rectangle, returning per-character rects and line count.
public Rect MeasureTextLines(string text, string fontName, int size, ref System.ReadOnlySpan<Rect> characterRects, ref int lineCount, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
size System.Int32
characterRects System.ReadOnlySpan<UnityEngine.Rect>
lineCount System.Int32
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
Returns¶
UI.MergeClip(Rect) Method¶
Merges the specified rect with the top clip rect.
Parameters¶
rect UnityEngine.Rect
Rect to merge with the top clip rect.
UI.MergeClipFromTop() Method¶
Merges the top layout rect with the top clip rect.
UI.MergeRelativeClipFromTop(Rect) Method¶
Merges the specified rect, offset by the top layout rect, with the top clip rect.
Parameters¶
rect UnityEngine.Rect
The rect to merge, relative to the top layout rect.
UI.NavigationElement(string) Method¶
Registers the current layout rect as a navigable element in the innermost open block. Registration is unconditional so sibling block geometry is always available for directional scoring.
Parameters¶
UI.Next(Size) Method¶
Advances to the next layout element.
Parameters¶
size Size
Optional size parameter for certain layout modes.
Remarks¶
The size parameter is only used for Stack layout mode. For other layout modes, it should be left as the default value of 0.
UI.NextInSized() Method¶
Advances to the next element in the current sized layout.
Returns¶
UI.Nexts(int) Method¶
Advances count slots in the current layout by calling
Next(Size) that many times. Useful for skipping over empty slots
without writing the equivalent number of consecutive ui.Next() calls.
Negative or zero counts are no-ops.
Parameters¶
count System.Int32
UI.Offset(Size, Size) Method¶
Offsets the top rect by the specified amounts.
Parameters¶
offsetX Size
Amount to offset in the X direction.
offsetY Size
Amount to offset in the Y direction.
Returns¶
UI
This UI instance for chaining.
UI.Pad(int) Method¶
Pads the top rect by the specified number of pixels on all sides.
Parameters¶
pixels System.Int32
Number of pixels to pad on all sides.
Returns¶
UI
This UI instance for chaining.
UI.Pad(Margin) Method¶
Pads the top rect by the specified margin.
Parameters¶
margin Margin
Margin to pad the top rect by.
Returns¶
UI
This UI instance for chaining.
UI.Pad(Size) Method¶
Pads the top rect by the same size on all four sides. Horizontal pads (left + right) resolve against the rect's width, vertical pads (top + bottom) against its height — so a percent size represents the same fraction of each respective edge dimension.
Parameters¶
size Size
Pad to apply uniformly to all four sides.
Returns¶
UI
This UI instance for chaining.
UI.Pad(Size, Size, Size, Size) Method¶
Pads the top rect by the specified amounts on each side.
public Interlude.Tick.UI Pad(Interlude.Tick.Size left, Interlude.Tick.Size top, Interlude.Tick.Size right, Interlude.Tick.Size bottom);
Parameters¶
left Size
Amount to pad on the left side.
top Size
Amount to pad on the top side.
right Size
Amount to pad on the right side.
bottom Size
Amount to pad on the bottom side.
Returns¶
UI
This UI instance for chaining.
UI.PadBottom(Size) Method¶
Pads the bottom side of the top rect by the specified size.
Parameters¶
size Size
Amount to pad on the bottom side.
Returns¶
UI
This UI instance for chaining.
UI.PadHorizontal(Size) Method¶
Pads the top rect horizontally by the specified size.
Parameters¶
size Size
Amount to pad horizontally.
Returns¶
UI
This UI instance for chaining.
UI.PadLeft(Size) Method¶
Pads the left side of the top rect by the specified size.
Parameters¶
size Size
Amount to pad on the left side.
Returns¶
UI
This UI instance for chaining.
UI.PadRight(Size) Method¶
Pads the right side of the top rect by the specified size.
Parameters¶
size Size
Amount to pad on the right side.
Returns¶
UI
This UI instance for chaining.
UI.PadTop(Size) Method¶
Pads the top side of the top rect by the specified size.
Parameters¶
size Size
Amount to pad on the top side.
Returns¶
UI
This UI instance for chaining.
UI.PadVertical(Size) Method¶
Pads the top rect vertically by the specified size.
Parameters¶
size Size
Amount to pad vertically.
Returns¶
UI
This UI instance for chaining.
UI.Peek() Method¶
Peeks at the top rect in virtual coordinates.
Returns¶
UnityEngine.Rect
Top rect in virtual coordinates.
UI.PeekBottom() Method¶
Returns the bottom edge (y) of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekBottomAbsolute() Method¶
Returns the bottom edge (y) of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekBottomCenter() Method¶
Returns the bottom-center position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekBottomCenterAbsolute() Method¶
Returns the bottom-center position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekBottomLeft() Method¶
Returns the bottom-left position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekBottomLeftAbsolute() Method¶
Returns the bottom-left position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekBottomRight() Method¶
Returns the bottom-right position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekBottomRightAbsolute() Method¶
Returns the bottom-right position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekCenter() Method¶
Returns the center position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekCenterAbsolute() Method¶
Returns the center position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekColor() Method¶
Peeks at the current color on the color stack without removing it.
Returns¶
UI.PeekHalfHeightRounded() Method¶
Returns half the height of the top rect in virtual coordinates, rounded to the nearest integer.
Returns¶
UI.PeekHalfWidthRounded() Method¶
Returns half the width of the top rect in virtual coordinates, rounded to the nearest integer.
Returns¶
UI.PeekHeight() Method¶
Peeks at the height of the top rect in virtual coordinates.
Returns¶
System.Single
Height of the top rect in virtual coordinates.
UI.PeekHeightRounded() Method¶
Peeks at the height of the top rect in virtual coordinates, rounded to the nearest integer.
Returns¶
System.Int32
Height of the top rect in virtual coordinates, rounded to the nearest integer.
UI.PeekID(Id) Method¶
Returns the combined ID that would result from the current stack top and the given id, without modifying the stack.
Parameters¶
id Id
Returns¶
UI.PeekLeft() Method¶
Returns the left edge (x) of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekLeftAbsolute() Method¶
Returns the left edge (x) of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekLocation() Method¶
Peeks at the top left position of the top rect in virtual coordinates.
Returns¶
UnityEngine.Vector2
Top left position of the top rect in virtual coordinates.
UI.PeekMaxSize() Method¶
Peeks at the larger of the width and height of the top rect in virtual coordinates.
Returns¶
System.Single
The maximum of the width and height of the top rect in virtual coordinates.
UI.PeekMiddleLeft() Method¶
Returns the middle-left position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekMiddleLeftAbsolute() Method¶
Returns the middle-left position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekMiddleRight() Method¶
Returns the middle-right position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekMiddleRightAbsolute() Method¶
Returns the middle-right position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekMinSize() Method¶
Peeks at the smaller of the width and height of the top rect in virtual coordinates.
Returns¶
System.Single
The minimum of the width and height of the top rect in virtual coordinates.
UI.PeekRelative() Method¶
Peeks at the top rect relative to its parent rect in virtual coordinates.
Returns¶
UnityEngine.Rect
Top rect relative to its parent rect, in virtual coordinates.
UI.PeekRight() Method¶
Returns the right edge (x) of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekRightAbsolute() Method¶
Returns the right edge (x) of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekSize() Method¶
Peeks at the size (width, height) of the top rect in virtual coordinates.
Returns¶
UnityEngine.Vector2
Size of the top rect in virtual coordinates.
UI.PeekTextEffects() Method¶
Returns the top of the text-effects stack, or Interlude.Tick.UI.TextEffects.None if the stack is empty.
Returns¶
UI.PeekTop() Method¶
Returns the top edge (y) of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekTopAbsolute() Method¶
Returns the top edge (y) of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekTopCenter() Method¶
Returns the top-center position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekTopCenterAbsolute() Method¶
Returns the top-center position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekTopCenterRelative() Method¶
Returns the top-center position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekTopLeft() Method¶
Returns the top-left position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekTopLeftAbsolute() Method¶
Returns the top-left position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekTopRight() Method¶
Returns the top-right position of the top rect relative to its parent rect in virtual coordinates.
Returns¶
UI.PeekTopRightAbsolute() Method¶
Returns the top-right position of the top rect in absolute (full layout space) virtual coordinates.
Returns¶
UI.PeekWidth() Method¶
Peeks at the width of the top rect in virtual coordinates.
Returns¶
System.Single
Width of the top rect in virtual coordinates.
UI.PeekWidthRounded() Method¶
Peeks at the width of the top rect in virtual coordinates, rounded to the nearest integer.
Returns¶
System.Int32
Width of the top rect in virtual coordinates, rounded to the nearest integer.
UI.Plus(Rect, Color, float) Method¶
Draws a + inscribed in the given rect.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
thickness System.Single
UI.Pop() Method¶
Pop the current rect.
Returns¶
UI
This UI instance for chaining.
UI.PopAnimate() Method¶
Ends the animation context at the top of the animation stack, popping the color and layout states it pushed.
UI.PopClip() Method¶
Pops the top clip rect off the clip stack.
UI.PopColor() Method¶
Pops the top color off the color stack.
UI.PopID() Method¶
Pops the most recently pushed ID from the ID stack.
UI.PopNavigation() Method¶
Pops the top navigation block from the active history, saves its focus, and flags the parent block (if any) to reactivate next frame.
UI.PopTextEffects() Method¶
Pops the top of the text-effects stack. No-op when the stack is already empty.
UI.PushAnimate(string) Method¶
Pushes a new animation context for the specified ID. If an animation context with the same ID already exists, it will be reused.
Parameters¶
The unique identifier for the animation context.
Returns¶
AnimationContext
The animation context associated with the specified ID.
UI.PushClipRect(Rect) Method¶
Pushes a clip rect onto the clip stack.
Parameters¶
rect UnityEngine.Rect
Clip rect to push.
UI.PushColor(Color) Method¶
Pushes a color onto the color stack to be used for subsequent drawing operations.
Parameters¶
color UnityEngine.Color
UI.PushGrid(int, int) Method¶
Begins a grid layout with countX columns and countY rows.
Parameters¶
countX System.Int32
countY System.Int32
UI.PushID(Id) Method¶
Pushes an ID onto the ID stack, combining it with the parent ID if one exists, and returns the resulting hash.
Parameters¶
id Id
Returns¶
UI.PushNavigation(string) Method¶
Pushes the navigation block identified by id onto the active history, saving the current block's focus and flagging the new block to activate next frame.
Parameters¶
UI.PushRadial(float, float, Size, Size, int) Method¶
Begins a radial layout.
public void PushRadial(float minAngle, float maxAngle, Interlude.Tick.Size radius, Interlude.Tick.Size itemSize, int count);
Parameters¶
minAngle System.Single
The minimum angle of the radial layout in degrees.
maxAngle System.Single
The maximum angle of the radial layout in degrees.
radius Size
The radius of the radial layout.
itemSize Size
The size of each item in the radial layout.
count System.Int32
The number of items in the radial layout.
UI.PushRect(Size, Size, Size, Size) Method¶
Pushes a rect at an absolute layout-space position, with each axis expressed as a Size. Percent values resolve against the root layout rect - i.e. percent x of 0.5 means "halfway across the full layout". For positioning relative to the parent rect, use PushRelativeRect(Size, Size, Size, Size) instead.
public Interlude.Tick.UI PushRect(Interlude.Tick.Size x, Interlude.Tick.Size y, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
x Size
y Size
width Size
height Size
Returns¶
UI.PushRect(Rect) Method¶
Pushes a rect onto the layout stack.
Parameters¶
rect UnityEngine.Rect
Rect to push.
Returns¶
UI
This UI instance for chaining.
UI.PushRectAnchoredToPoint(Vector2, Size, Size, AnchorPoint) Method¶
Pushes a rect anchored to the specified point with width and height expressed as Size. Percent values resolve against the parent rect's corresponding dimension.
public Interlude.Tick.UI PushRectAnchoredToPoint(Vector2 point, Interlude.Tick.Size width, Interlude.Tick.Size height, Interlude.Tick.AnchorPoint anchorPoint);
Parameters¶
point UnityEngine.Vector2
width Size
height Size
anchorPoint Interlude.Tick.AnchorPoint
Returns¶
UI.PushRectAnchoredToPoint(Vector2, Vector2, AnchorPoint) Method¶
Pushes a rect of the specified size positioned so that anchorPoint coincides with point.
public Interlude.Tick.UI PushRectAnchoredToPoint(Vector2 point, Vector2 size, Interlude.Tick.AnchorPoint anchorPoint);
Parameters¶
point UnityEngine.Vector2
size UnityEngine.Vector2
anchorPoint Interlude.Tick.AnchorPoint
Returns¶
UI.PushRectCenteredOnPoint(Vector2, Size, Size) Method¶
Pushes a rect centered on the specified point with width and height expressed as Size. Percent values resolve against the parent rect's corresponding dimension.
public Interlude.Tick.UI PushRectCenteredOnPoint(Vector2 point, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
point UnityEngine.Vector2
width Size
height Size
Returns¶
UI.PushRectCenteredOnPoint(Vector2, Vector2) Method¶
Pushes a rect centered on the specified point.
Parameters¶
point UnityEngine.Vector2
Center point of the rect.
size UnityEngine.Vector2
Size of the rect.
Returns¶
UI
This UI instance for chaining.
UI.PushRelativeClipRect(Rect) Method¶
Pushes a clip rect relative to the current top clip rect.
Parameters¶
rect UnityEngine.Rect
Clip rect to push relative to the current top clip rect.
Returns¶
UI
This UI instance for chaining.
UI.PushRelativeRect(Size, Size, Size, Size) Method¶
Pushes a rect relative to the current top rect, with each axis expressed as a Size. Percent values resolve against the parent rect's corresponding dimension (x / width against parent.width, y / height against parent.height).
public Interlude.Tick.UI PushRelativeRect(Interlude.Tick.Size x, Interlude.Tick.Size y, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
x Size
y Size
width Size
height Size
Returns¶
UI.PushRelativeRect(Rect) Method¶
Pushes a rect relative to the current top rect.
Parameters¶
rect UnityEngine.Rect
Rect to push relative to the current top rect.
Returns¶
UI
This UI instance for chaining.
UI.PushRelativeRectCenteredOnPoint(Vector2, Size, Size) Method¶
Pushes a rect relative to the parent, centered on the specified point, with width and height expressed as Size. Percent values resolve against the parent rect's corresponding dimension.
public Interlude.Tick.UI PushRelativeRectCenteredOnPoint(Vector2 point, Interlude.Tick.Size width, Interlude.Tick.Size height);
Parameters¶
point UnityEngine.Vector2
width Size
height Size
Returns¶
UI.PushRelativeRectCenteredOnPoint(Vector2, Vector2) Method¶
Pushes a rect relative to the specified point centered on that point.
Parameters¶
point UnityEngine.Vector2
Center point of the rect.
size UnityEngine.Vector2
Size of the rect.
Returns¶
UI
This UI instance for chaining.
UI.PushRotate(float) Method¶
Rotates the current UI element by the specified angle around its center.
Parameters¶
angle System.Single
The rotation angle in degrees.
Returns¶
UI.PushSafeAreaMargin() Method¶
Pushes a layout rect inset by the device safe area (see GetSafeAreaMargin()),
so subsequent content stays clear of notches and system bars. Pair with
Pop() or wrap in ui.Auto().
Returns¶
UI.PushSafeAreaMargin(Rect, Vector2) Method¶
Pushes a layout rect inset by an explicit safe-area rect and screen size. For tests and custom safe-area sources; app code uses the no-argument overload.
Parameters¶
safeArea UnityEngine.Rect
screenSize UnityEngine.Vector2
Returns¶
UI.PushScale(float) Method¶
Scales the current UI element uniformly by the specified factor around its center.
Parameters¶
scale System.Single
The scale factor to apply to both width and height.
Returns¶
UI.PushSeriesHorizontal(Size, Size) Method¶
Begins a series layout in horizontal direction.
public void PushSeriesHorizontal(Interlude.Tick.Size size, Interlude.Tick.Size gap=default(Interlude.Tick.Size));
Parameters¶
size Size
The size of each element in the series.
gap Size
The gap between elements in the series.
UI.PushSeriesHorizontalReverse(Size, Size) Method¶
Begins a series layout in horizontal direction, anchored to the right.
Each element is sized by size; the first Next() gives the rightmost slot.
public void PushSeriesHorizontalReverse(Interlude.Tick.Size size, Interlude.Tick.Size gap=default(Interlude.Tick.Size));
Parameters¶
size Size
The size of each element in the series.
gap Size
The gap between elements in the series.
UI.PushSeriesVertical(Size, Size) Method¶
Begins a series layout in vertical direction.
public void PushSeriesVertical(Interlude.Tick.Size size, Interlude.Tick.Size gap=default(Interlude.Tick.Size));
Parameters¶
size Size
The size of each element in the series.
gap Size
The gap between elements in the series.
UI.PushSeriesVerticalReverse(Size, Size) Method¶
Begins a series layout in vertical direction, anchored to the bottom.
Each element is sized by size; the first Next() gives the bottom slot.
public void PushSeriesVerticalReverse(Interlude.Tick.Size size, Interlude.Tick.Size gap=default(Interlude.Tick.Size));
Parameters¶
size Size
The size of each element in the series.
gap Size
The gap between elements in the series.
UI.PushSized(Size[], Direction) Method¶
Begins a sized layout with the specified sizes and direction.
public Interlude.Tick.UI PushSized(Interlude.Tick.Size[] sizes, Interlude.Tick.Direction direction=Interlude.Tick.Direction.Horizontal);
Parameters¶
direction Interlude.Tick.Direction
Returns¶
UI.PushSizedHorizontal(Size, Size) Method¶
Begins a sized horizontal layout with two inline sizes (allocation-free).
Parameters¶
a Size
b Size
Returns¶
UI.PushSizedHorizontal(Size, Size, Size) Method¶
Begins a sized horizontal layout with three inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedHorizontal(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c);
Parameters¶
a Size
b Size
c Size
Returns¶
UI.PushSizedHorizontal(Size, Size, Size, Size) Method¶
Begins a sized horizontal layout with four inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedHorizontal(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c, Interlude.Tick.Size d);
Parameters¶
a Size
b Size
c Size
d Size
Returns¶
UI.PushSizedHorizontal(Size, Size, Size, Size, Size) Method¶
Begins a sized horizontal layout with five inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedHorizontal(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c, Interlude.Tick.Size d, Interlude.Tick.Size e);
Parameters¶
a Size
b Size
c Size
d Size
e Size
Returns¶
UI.PushSizedHorizontal(Size[]) Method¶
Begins a sized horizontal layout with the specified sizes.
Parameters¶
An array of sizes for the layout elements.
Returns¶
UI
The UI instance for chaining.
UI.PushSizedHorizontalReverse(Size, Size) Method¶
Begins a sized horizontal reverse layout with two inline sizes (allocation-free).
Parameters¶
a Size
b Size
Returns¶
UI.PushSizedHorizontalReverse(Size, Size, Size) Method¶
Begins a sized horizontal reverse layout with three inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedHorizontalReverse(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c);
Parameters¶
a Size
b Size
c Size
Returns¶
UI.PushSizedHorizontalReverse(Size, Size, Size, Size) Method¶
Begins a sized horizontal reverse layout with four inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedHorizontalReverse(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c, Interlude.Tick.Size d);
Parameters¶
a Size
b Size
c Size
d Size
Returns¶
UI.PushSizedHorizontalReverse(Size, Size, Size, Size, Size) Method¶
Begins a sized horizontal reverse layout with five inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedHorizontalReverse(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c, Interlude.Tick.Size d, Interlude.Tick.Size e);
Parameters¶
a Size
b Size
c Size
d Size
e Size
Returns¶
UI.PushSizedHorizontalReverse(Size[]) Method¶
Begins a sized horizontal reverse layout with the specified sizes.
Parameters¶
An array of sizes for the layout elements.
Returns¶
UI
The UI instance for chaining.
UI.PushSizedHorizontalReverseWithGap(Size, Size[]) Method¶
Right-anchored variant of PushSizedHorizontalWithGap(Size, Size[]).
public Interlude.Tick.UI PushSizedHorizontalReverseWithGap(Interlude.Tick.Size gap, params Interlude.Tick.Size[] sizes);
Parameters¶
gap Size
Returns¶
UI.PushSizedHorizontalWithGap(Size, Size[]) Method¶
Begins a sized horizontal layout with a uniform gap
between each element. The gap is inserted between every pair of
adjacent slots; Next() skips over them, so the call shape stays
symmetric.
public Interlude.Tick.UI PushSizedHorizontalWithGap(Interlude.Tick.Size gap, params Interlude.Tick.Size[] sizes);
Parameters¶
gap Size
Size of the gap inserted between every pair of slots.
Per-slot sizes (excluding the gaps).
Returns¶
UI.PushSizedVertical(Size, Size) Method¶
Begins a sized vertical layout with two inline sizes (allocation-free).
Parameters¶
a Size
b Size
Returns¶
UI.PushSizedVertical(Size, Size, Size) Method¶
Begins a sized vertical layout with three inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedVertical(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c);
Parameters¶
a Size
b Size
c Size
Returns¶
UI.PushSizedVertical(Size, Size, Size, Size) Method¶
Begins a sized vertical layout with four inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedVertical(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c, Interlude.Tick.Size d);
Parameters¶
a Size
b Size
c Size
d Size
Returns¶
UI.PushSizedVertical(Size, Size, Size, Size, Size) Method¶
Begins a sized vertical layout with five inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedVertical(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c, Interlude.Tick.Size d, Interlude.Tick.Size e);
Parameters¶
a Size
b Size
c Size
d Size
e Size
Returns¶
UI.PushSizedVertical(Size[]) Method¶
Begins a sized vertical layout with the specified sizes.
Parameters¶
An array of sizes for the layout elements.
Returns¶
UI
The UI instance for chaining.
UI.PushSizedVerticalReverse(Size, Size) Method¶
Begins a sized vertical reverse layout with two inline sizes (allocation-free).
Parameters¶
a Size
b Size
Returns¶
UI.PushSizedVerticalReverse(Size, Size, Size) Method¶
Begins a sized vertical reverse layout with three inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedVerticalReverse(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c);
Parameters¶
a Size
b Size
c Size
Returns¶
UI.PushSizedVerticalReverse(Size, Size, Size, Size) Method¶
Begins a sized vertical reverse layout with four inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedVerticalReverse(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c, Interlude.Tick.Size d);
Parameters¶
a Size
b Size
c Size
d Size
Returns¶
UI.PushSizedVerticalReverse(Size, Size, Size, Size, Size) Method¶
Begins a sized vertical reverse layout with five inline sizes (allocation-free).
public Interlude.Tick.UI PushSizedVerticalReverse(Interlude.Tick.Size a, Interlude.Tick.Size b, Interlude.Tick.Size c, Interlude.Tick.Size d, Interlude.Tick.Size e);
Parameters¶
a Size
b Size
c Size
d Size
e Size
Returns¶
UI.PushSizedVerticalReverse(Size[]) Method¶
Begins a sized vertical reverse layout with the specified sizes.
Parameters¶
An array of sizes for the layout elements.
Returns¶
UI
The UI instance for chaining.
UI.PushSizedVerticalReverseWithGap(Size, Size[]) Method¶
Bottom-anchored variant of PushSizedVerticalWithGap(Size, Size[]).
public Interlude.Tick.UI PushSizedVerticalReverseWithGap(Interlude.Tick.Size gap, params Interlude.Tick.Size[] sizes);
Parameters¶
gap Size
Returns¶
UI.PushSizedVerticalWithGap(Size, Size[]) Method¶
Begins a sized vertical layout with a uniform gap
between each element. The gap is inserted between every pair of
adjacent slots; Next() skips over them, so the call shape stays
symmetric.
public Interlude.Tick.UI PushSizedVerticalWithGap(Interlude.Tick.Size gap, params Interlude.Tick.Size[] sizes);
Parameters¶
gap Size
Size of the gap inserted between every pair of slots.
Per-slot sizes (excluding the gaps).
Returns¶
UI.PushSplit(int, Size, Direction) Method¶
Pushes a split layout in the given direction, dividing the current rect into count equal cells separated by gap. Advance between cells with Next(); terminate with Pop().
public void PushSplit(int count, Interlude.Tick.Size gap, Interlude.Tick.Direction direction=Interlude.Tick.Direction.Horizontal);
Parameters¶
count System.Int32
gap Size
direction Interlude.Tick.Direction
UI.PushSplitHorizontal(int, Size) Method¶
Pushes a horizontal split layout that divides the current rect evenly into count columns separated by gap.
Parameters¶
count System.Int32
gap Size
UI.PushSplitHorizontalReverse(int, Size) Method¶
Pushes a right-to-left horizontal split layout that divides the current rect evenly into count columns separated by gap.
public void PushSplitHorizontalReverse(int count, Interlude.Tick.Size gap=default(Interlude.Tick.Size));
Parameters¶
count System.Int32
gap Size
UI.PushSplitVertical(int, Size) Method¶
Pushes a vertical split layout that divides the current rect evenly into count rows separated by gap.
Parameters¶
count System.Int32
gap Size
UI.PushSplitVerticalReverse(int, Size) Method¶
Pushes a bottom-to-top vertical split layout that divides the current rect evenly into count rows separated by gap.
public void PushSplitVerticalReverse(int count, Interlude.Tick.Size gap=default(Interlude.Tick.Size));
Parameters¶
count System.Int32
gap Size
UI.PushStackHorizontal(Size) Method¶
Begins a stack layout in horizontal direction. Each element is sized
individually by the matching Next(size) call (the first one
claims the first slot at the leading edge).
Parameters¶
gap Size
The gap size between elements in the stack.
UI.PushStackHorizontalReverse(Size) Method¶
Begins a stack layout in horizontal direction, anchored to the right.
Each element is sized individually by the matching Next(size)
call (the first one claims the first slot at the right edge).
Parameters¶
gap Size
The gap size between elements in the stack.
UI.PushStackVertical(Size) Method¶
Begins a stack layout in vertical direction. Each element is sized
individually by the matching Next(size) call (the first one
claims the first slot at the top).
Parameters¶
gap Size
The gap size between elements in the stack.
UI.PushStackVerticalReverse(Size) Method¶
Begins a stack layout in vertical direction, anchored to the bottom.
Each element is sized individually by the matching Next(size)
call (the first one claims the first slot at the bottom).
Parameters¶
gap Size
The gap size between elements in the stack.
UI.PushTextEffects(TextEffects) Method¶
Pushes effects onto the text-effects stack. The effects parameter-less Text(string, string, int, Color, TextAlign, Wrap) overloads consult the top of the stack, so a single push applies effects to every text call within the scope.
Parameters¶
effects Interlude.Tick.UI.TextEffects
UI.PushUnscaledBottomRight(int, int, int, int) Method¶
Pushes a rect of screenWidth x screenHeight screen pixels, anchored at (screenX, screenY) screen pixels from the bottom-right corner of the current rect.
public Interlude.Tick.UI PushUnscaledBottomRight(int screenX, int screenY, int screenWidth, int screenHeight);
Parameters¶
screenX System.Int32
screenY System.Int32
screenWidth System.Int32
screenHeight System.Int32
Returns¶
UI.PushUnscaledCenter(int, int) Method¶
Pushes a rect of screenWidth x screenHeight screen pixels, centred in the current rect.
Parameters¶
screenWidth System.Int32
screenHeight System.Int32
Returns¶
UI.PushUnscaledTopLeft(int, int, int, int) Method¶
Pushes a rect of screenWidth x screenHeight screen pixels, anchored at (screenX, screenY) screen pixels from the top-left corner of the current rect.
public Interlude.Tick.UI PushUnscaledTopLeft(int screenX, int screenY, int screenWidth, int screenHeight);
Parameters¶
screenX System.Int32
screenY System.Int32
screenWidth System.Int32
screenHeight System.Int32
Returns¶
UI.RectDepth() Method¶
Returns the current depth of the rect stack.
Returns¶
UI.RectOutline(Rect, Color, float) Method¶
Draws a stroked rectangle outline using four SDF line segments. Rect is in layout space relative to the current layout rect.
Parameters¶
rect UnityEngine.Rect
color UnityEngine.Color
thickness System.Single
UI.Reset() Method¶
Resets the current layout schema back to its first element.
UI.Retrieve(string, Vector2) Method¶
Retrieves a position stored last frame via Store(string, Vector2). Returns false if nothing was stored under that id last frame. The position is in layout space; convert with LayoutToScreen(Vector2) if you need screen pixels.
Parameters¶
positionLayoutSpace UnityEngine.Vector2
Returns¶
UI.Right(Size) Method¶
Pushes a rect aligned to the right of the current top layout rect.
Parameters¶
size Size
Size of the rect to push.
Returns¶
UI
This UI instance for chaining.
UI.RightHalf() Method¶
Pushes the right half of the current top layout rect.
Returns¶
UI
This UI instance for chaining.
UI.ScaleFromPivot(float, Vector2) Method¶
Scales the current UI element by scale around an arbitrary pivot expressed in layout space rather than the rect centre.
Parameters¶
scale System.Single
pivot UnityEngine.Vector2
Returns¶
UI.ScaleXFromPivot(float, Vector2) Method¶
Scales the current UI element along the X axis only by scaleX around an arbitrary pivot expressed in layout space, leaving the Y axis unchanged. Use this for effects like a side-door reveal where one edge stays fixed and content grows sideways.
Parameters¶
scaleX System.Single
pivot UnityEngine.Vector2
Returns¶
UI.ScaleYFromPivot(float, Vector2) Method¶
Scales the current UI element along the Y axis only by scaleY around an arbitrary pivot expressed in layout space, leaving the X axis unchanged. Use this for effects like a paper fold where one edge stays fixed and content grows downward.
Parameters¶
scaleY System.Single
pivot UnityEngine.Vector2
Returns¶
UI.ScreenToLayout(float, bool) Method¶
Converts a screen coordinate value to virtual coordinates.
Parameters¶
value System.Single
isWidth System.Boolean
Returns¶
UI.ScreenToLayout(Rect) Method¶
Converts a screen coordinate rect to virtual coordinates.
Parameters¶
rect UnityEngine.Rect
The screen coordinate rect.
Returns¶
UnityEngine.Rect
The rect in virtual coordinates.
UI.ScreenToLayout(Vector2) Method¶
Converts a screen coordinate vector to virtual coordinates.
Parameters¶
The screen coordinate vector.
Returns¶
UnityEngine.Vector2
The vector in virtual coordinates.
UI.ScrollFocusedIntoView() Method¶
If the currently-focused navigation element is offscreen inside the innermost open scroll view, nudge that scroll view's offset just enough to bring the element into view. Picks the minimum delta per axis: focused element's bottom snaps to view's bottom when scrolling down, top to top when scrolling up; same for horizontal. Already-visible focus is a no-op so this can be called every frame.
Resolution is one frame delayed — the focused rect was captured at the current scroll offset, so the new offset takes effect on the next frame's render. Adequate for keyboard / gamepad nav where the focus change itself was the inciting event.
No-ops cleanly when no scroll view is open, no navigation block is active, or no element is focused, so it's safe to call unconditionally inside a scroll body.
UI.ScrollToBottom(string) Method¶
Requests that the named scroll view jump to its bottom on the next frame.
Parameters¶
UI.SetBindings(InputBindings) Method¶
Replaces the per-feature input bindings used this frame onwards. Null fields fall back to Interlude.Tick.InputBindings.Default's for the active backend, so partial overrides (e.g. only Textbox) work cleanly.
Parameters¶
bindings InputBindings
UI.SetCaretPosition(string, int) Method¶
Sets the caret position for the textbox identified by textboxId.
Parameters¶
textboxId System.String
index System.Int32
UI.SetFocus() Method¶
Focuses the widget at the current top ID.
UI.SetFocus(string) Method¶
Focuses the widget with the given string ID.
Parameters¶
UI.SetSelectedElement(string) Method¶
Reserved for future use.
Parameters¶
UI.ShowModal(string) Method¶
Shows the specified panel as a modal, blocking input to all panels beneath it. The modal takes the next value from the per-frame sort counter, so modals stack in the order they are shown this frame (a higher value stacks on top).
Parameters¶
The identifier of the panel to show as modal.
UI.ShowModal(string, int) Method¶
Shows the specified panel as a modal with an explicit stacking order, overriding the per-frame counter. A higher sortOrder stacks on top.
Parameters¶
The identifier of the panel to show as modal.
sortOrder System.Int32
Explicit stacking order among modal panels.
UI.ShowPanel(string) Method¶
Shows the specified panel.
Parameters¶
The identifier of the panel to show.
UI.ShowPopup(string) Method¶
Shows the popup with the given id if it is currently hidden. The popup's position comes from the rect passed to BeginPopup(string, Rect, bool).
Parameters¶
UI.Slider(string, float, float, float, bool, bool) Method¶
Capture-driven horizontal float slider primitive. The current layout rect is the track;
clicking jumps the thumb and dragging continues while the mouse is held even outside the
rect. Returns true on any frame the value changed. Outputs hover and capture state so the
caller (e.g. Source/Extra/DebugUI/Slider.cs) can pick colours.
public bool Slider(string id, ref float value, float min, float max, out bool hovered, out bool captured);
Parameters¶
value System.Single
min System.Single
max System.Single
hovered System.Boolean
captured System.Boolean
Returns¶
UI.Slider2D(string, Vector2, bool, bool) Method¶
Capture-driven 2D drag primitive. value.x is normalised horizontal (0=left, 1=right);
value.y is normalised vertical (0=top, 1=bottom). Drag continues while the mouse is
held even outside the rect. Returns true on any frame either axis changed.
Parameters¶
value UnityEngine.Vector2
hovered System.Boolean
captured System.Boolean
Returns¶
UI.Splitter(string, float, Direction, Rect, int, Rect, Rect, Rect, bool, bool) Method¶
Two-pane split primitive. Computes the three rects (first pane, handle strip, second pane)
inside container and runs capture-driven drag math. fraction
is the share of available space for the first pane, clamped to [0.05, 0.95]. The presenter
at Source/Extra/DebugUI/Splitter.cs owns the rect-stack push/pop and draws the handle.
public void Splitter(string id, ref float fraction, Interlude.Tick.Direction direction, Rect container, int handle, out Rect firstPane, out Rect secondPane, out Rect handleRect, out bool handleHovered, out bool handleCaptured);
Parameters¶
fraction System.Single
direction Interlude.Tick.Direction
container UnityEngine.Rect
handle System.Int32
firstPane UnityEngine.Rect
secondPane UnityEngine.Rect
handleRect UnityEngine.Rect
handleHovered System.Boolean
handleCaptured System.Boolean
UI.Store(string, Vector2) Method¶
Stores a named position in layout space for retrieval later or next frame. Call every frame from the widget that owns the position:
Parameters¶
positionLayoutSpace UnityEngine.Vector2
UI.Text(string, string, int) Method¶
Draws text in white with default left-middle alignment.
Parameters¶
text System.String
fontName System.String
size System.Int32
UI.Text(string, string, int, Color, TextAlign, Wrap) Method¶
Draws text using the top of the text-effects stack (or no effects if the stack is empty).
public void Text(string text, string fontName, int size, Color color, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
size System.Int32
color UnityEngine.Color
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
UI.Text(string, string, int, Color, TextEffects, TextAlign, Wrap) Method¶
Draws text with explicit text effects applied.
public void Text(string text, string fontName, int size, Color color, Interlude.Tick.UI.TextEffects effects, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
size System.Int32
color UnityEngine.Color
effects Interlude.Tick.UI.TextEffects
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
UI.Text(string, string, int, Gradient, TextAlign, Wrap) Method¶
Draws text filled with the specified gradient. The gradient sweeps across the text bounding rect, matching the behaviour of Fill(Gradient) on the same rect.
public void Text(string text, string fontName, int size, Interlude.Tick.Gradient gradient, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
size System.Int32
gradient Gradient
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
UI.Text(string, string, int, Gradient, TextEffects, TextAlign, Wrap) Method¶
Draws text filled with the specified gradient and text effects.
public void Text(string text, string fontName, int size, Interlude.Tick.Gradient gradient, Interlude.Tick.UI.TextEffects effects, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None);
Parameters¶
text System.String
fontName System.String
size System.Int32
gradient Gradient
effects Interlude.Tick.UI.TextEffects
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
UI.Textbox(string, string, TextboxConfig, TextboxLayout) Method¶
Live-edit textbox. The bound text updates per
keystroke; the visible text should still be drawn from
layout.RenderText, never from text
directly, so the API stays uniform with TextboxSubmit(string, string, TextboxConfig, TextboxLayout).
public Interlude.Tick.TextboxAction Textbox(string id, ref string text, Interlude.Tick.TextboxConfig config, out Interlude.Tick.TextboxLayout layout);
Parameters¶
text System.String
config TextboxConfig
layout Interlude.Tick.TextboxLayout
Returns¶
Interlude.Tick.TextboxAction
An action indicating if the text changed or Enter was pressed.
UI.TextboxSubmit(string, string, TextboxConfig, TextboxLayout) Method¶
Commit-on-Enter textbox. The bound text stays
unchanged while the user types; pressing Enter commits the
working buffer into text and returns
Interlude.Tick.TextboxAction.Enter. Draw the visible text from
layout.RenderText, which carries the live working buffer
every frame.
public Interlude.Tick.TextboxAction TextboxSubmit(string id, ref string text, Interlude.Tick.TextboxConfig config, out Interlude.Tick.TextboxLayout layout);
Parameters¶
text System.String
config TextboxConfig
layout Interlude.Tick.TextboxLayout
Returns¶
UI.TextFit(string, string, int, Color, TextAlign, Wrap, int) Method¶
Draws text auto-shrunk to fit the current layout rect. Picks the
largest loaded integer size in [minSize, maxSize] whose
rendered bounds fit, then scales the draw uniformly so the visible
text fills the rect as if every continuous size in the range had a
glyph atlas. Returns the rounded ideal continuous size - the size
the text appears at on screen, not the underlying atlas size.
public int TextFit(string text, string fontName, int maxSize, Color color, Interlude.Tick.TextAlign align=Interlude.Tick.TextAlign.MiddleLeft, Interlude.Tick.Wrap wrap=Interlude.Tick.Wrap.None, int minSize=8);
Parameters¶
text System.String
fontName System.String
maxSize System.Int32
color UnityEngine.Color
align Interlude.Tick.TextAlign
wrap Interlude.Tick.Wrap
minSize System.Int32
Returns¶
UI.TimelineAppear(float, float) Method¶
Rises from 0 to 1 over fadeIn seconds starting at start, then stays at 1 permanently. The "animate in and stay" counterpart to TimelineFade(float, float, float, float).
Parameters¶
start System.Single
fadeIn System.Single
Returns¶
UI.TimelineBefore(float) Method¶
True while the current timeline's elapsed time is still below t.
Parameters¶
Returns¶
UI.TimelineFade(float, float, float, float) Method¶
Envelope that rises from 0 to 1 over fadeIn, holds at 1 for hold, falls from 1 to 0 over fadeOut, and is 0 outside the window.
Parameters¶
start System.Single
fadeIn System.Single
hold System.Single
fadeOut System.Single
Returns¶
UI.TimelinePassed(float) Method¶
True once the current timeline's elapsed time has reached t.
Parameters¶
Returns¶
UI.TimelineReset() Method¶
Resets the current timeline's elapsed time to 0.
UI.TimelineReset(string) Method¶
Resets the named timeline's elapsed time to 0 if it exists.
Parameters¶
UI.TimelineSection(float, float) Method¶
Returns true while the current timeline's elapsed time is inside [start, start + duration).
Parameters¶
start System.Single
duration System.Single
Returns¶
UI.TimelineSection(float, float, float) Method¶
Returns true while the current timeline's elapsed time is inside [start, start + duration). Outputs t as the 0..1 progress through the window.
Parameters¶
start System.Single
duration System.Single
Returns¶
UI.TimelineTime() Method¶
Seconds elapsed since the current timeline first began. Returns 0 if no timeline is active.
Returns¶
UI.TimelineTime(string) Method¶
Seconds elapsed since the named timeline first began. Returns 0 if the timeline does not exist.
Parameters¶
Returns¶
UI.ToHorizontalPercent(Size) Method¶
Horizontal shorthand for ToPercent(Size, Axis).
Parameters¶
size Size
Returns¶
UI.ToHorizontalPixels(Size) Method¶
Horizontal shorthand for ToPixels(Size, Axis).
Parameters¶
size Size
Returns¶
UI.Top(Size) Method¶
Pushes a rect aligned to the top of the current top layout rect.
Parameters¶
size Size
Size of the rect to push.
Returns¶
UI
This UI instance for chaining.
UI.ToPercent(Size, Axis) Method¶
Resolves size to a fraction of the current top rect's
chosen axis. A Interlude.Tick.SizeUnit.Percent returns its
value unchanged; a Interlude.Tick.SizeUnit.Pixel is divided by the rect's
width or height. Returns 0 if the rect dimension is zero, so a
pixel size on an empty rect doesn't propagate an infinity.
Parameters¶
size Size
axis Axis
Returns¶
UI.TopHalf() Method¶
Pushes the top half of the current top layout rect.
Returns¶
UI
This UI instance for chaining.
UI.TopID() Method¶
Returns the ID at the top of the ID stack without removing it.
Returns¶
UI.ToPixels(Size, Axis) Method¶
Resolves size to an absolute pixel count against the current top rect's chosen axis. A Interlude.Tick.SizeUnit.Pixel returns its value unchanged; a Interlude.Tick.SizeUnit.Percent is multiplied by the rect's width (when axis is Interlude.Tick.Axis.Horizontal) or height (Interlude.Tick.Axis.Vertical).
This is the single-Size literal-fraction interpretation, matching how Top(Size), Pad(Size, Size, Size, Size) and the other single-Size helpers consume a percent. The sized-array path (PushSizedHorizontal(Size[]) etc.) treats a percent as a weight that shares the remainder, which is a distinct semantic and intentionally not covered by this helper.
Parameters¶
size Size
axis Axis
Returns¶
UI.ToVerticalPercent(Size) Method¶
Vertical shorthand for ToPercent(Size, Axis).
Parameters¶
size Size
Returns¶
UI.ToVerticalPixels(Size) Method¶
Vertical shorthand for ToPixels(Size, Axis).
Parameters¶
size Size
Returns¶
UI.UnscaledFontSize(int) Method¶
Returns a layout-space font size that, after the layout-to-screen multiply, lands at exactly screenPx pixels tall. Use when text inside an otherwise-scaling layout needs a constant on-screen size - e.g. a debug label.
Parameters¶
screenPx System.Int32
Returns¶
UI.VerticalSlide(string, float, float, float, Rect) Method¶
Creates a vertical slide control.
Parameters¶
The identifier for the slide control.
value System.Single
The current value of the slide control.
min System.Single
The minimum value of the slide control.
max System.Single
The maximum value of the slide control.
handle UnityEngine.Rect
The rectangle representing the handle of the slide control.
Returns¶
System.Single
The updated value of the slide control.