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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.

public class UI

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.

public Interlude.Tick.InputBindings Bindings { get; }

Property Value

InputBindings

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.

public void ActivateNavigation(string id);

Parameters

id System.String

UI.AnimatedSprite(Rect, string, SpriteSheet) Method

Draws an animated sprite sheet into an explicit layout rect.

public void AnimatedSprite(Rect rect, string id, Interlude.Tick.SpriteSheet sheet);

Parameters

rect UnityEngine.Rect

id System.String

sheet Interlude.Tick.SpriteSheet

UI.AnimatedSprite(Rect, string, SpriteSheet, Color) Method

Draws a tinted animated sprite sheet into an explicit layout rect.

public void AnimatedSprite(Rect rect, string id, Interlude.Tick.SpriteSheet sheet, Color tint);

Parameters

rect UnityEngine.Rect

id System.String

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.

public void AnimatedSprite(string id, Interlude.Tick.SpriteSheet sheet);

Parameters

id System.String

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.

public void AnimatedSprite(string id, Interlude.Tick.SpriteSheet sheet, Color tint);

Parameters

id System.String

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.

public Interlude.Tick.AutoLayout Auto();

Returns

AutoLayout

UI.BeginFrame() Method

Begins a frame using the current screen dimensions.

public void BeginFrame();

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.

public void BeginFrame(Vector2Int size);

Parameters

size UnityEngine.Vector2Int

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.

public void BeginMeasure(string id);

Parameters

id System.String

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.

public void BeginNavigation(string id, bool active=false, string initialFocus=null);

Parameters

id System.String

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.

public bool BeginPanel(string id, Rect rect, Interlude.Tick.PanelConfig config);

Parameters

id System.String

rect UnityEngine.Rect

config Interlude.Tick.PanelConfig

Returns

System.Boolean

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.

public bool BeginPopup(string id, Rect rect, bool hidden=false);

Parameters

id System.String

rect UnityEngine.Rect

hidden System.Boolean

Returns

System.Boolean

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 System.String

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.

public void BeginTimeline(string id);

Parameters

id System.String

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.

public bool BeginTooltip(string id, out Vector2 location);

Parameters

id System.String

location UnityEngine.Vector2

Returns

System.Boolean

UI.BeginTooltipContent(string, Rect) Method

Begins the tooltip content panel at rect. Returns true when the panel is visible.

public bool BeginTooltipContent(string id, Rect rect);

Parameters

id System.String

rect UnityEngine.Rect

Returns

System.Boolean

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

p0 UnityEngine.Vector2

Start point in layout space, relative to the current layout rect.

p1 UnityEngine.Vector2

Control point that pulls the curve away from the straight line between p0 and p2.

p2 UnityEngine.Vector2

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

p0 UnityEngine.Vector2

Start point in layout space, relative to the current layout rect.

p1 UnityEngine.Vector2

First control point; governs the tangent leaving p0.

p2 UnityEngine.Vector2

Second control point; governs the tangent arriving at p3.

p3 UnityEngine.Vector2

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.

public Interlude.Tick.UI Bottom(Interlude.Tick.Size size);

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.

public Interlude.Tick.UI BottomHalf();

Returns

UI
This UI instance for chaining.

UI.Button(string, MouseButton) Method

Returns true when the button is clicked this frame.

public bool Button(string id, Interlude.Tick.MouseButton button=Interlude.Tick.MouseButton.Left);

Parameters

id System.String

button Interlude.Tick.MouseButton

Returns

System.Boolean

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.

public int CalculateScrollViewHeight(Interlude.Tick.ScrollConfig config);

Parameters

config ScrollConfig

Returns

System.Int32

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.

public int CalculateScrollViewWidth(Interlude.Tick.ScrollConfig config);

Parameters

config ScrollConfig

Returns

System.Int32

UI.Center(Size) Method

Pushes a rect centered within the current top layout rect.

public Interlude.Tick.UI Center(Interlude.Tick.Size size);

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.

public Interlude.Tick.UI Center(Interlude.Tick.Size width, Interlude.Tick.Size height);

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.

public Interlude.Tick.UI CenterHorizontal(Interlude.Tick.Size dim);

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.

public Interlude.Tick.UI CenterVertical(Interlude.Tick.Size dim);

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.

public void Checkmark(Rect rect, Color color, float thickness=2f);

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.

public void Cleanup();

UI.ClearFocus() Method

Removes focus from whichever widget currently holds it, and ends any engagement.

public void ClearFocus();

UI.Clip() Method

Determines if the current top layout rect is clipped by the current top clip rect.

public bool Clip();

Returns

System.Boolean

UI.Clip(Rect) Method

Determines if the specified rect is clipped by the current top clip rect.

public bool Clip(Rect 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.

public int ClipDepth();

Returns

System.Int32

UI.ConsumeInput() Method

Marks the current top rect as consuming input.

public void ConsumeInput();

UI.ConsumeInputCircle(float) Method

Marks a circular area centered on the current top rect as consuming input.

public void ConsumeInputCircle(float radius);

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.

public void Cross(Rect rect, Color color, float thickness=1f);

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

a UnityEngine.Vector2

Start point in layout space, relative to the current layout rect.

b UnityEngine.Vector2

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.

public void DeactivateNavigation(string id);

Parameters

id System.String

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×.

public bool DragFloat(string id, ref float value, float sensitivity=0.01f);

Parameters

id System.String

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.

public void DropShadow(Rect rect, Vector2 offset, float blur, Color color);

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.

public void DropShadow(Rect rect, Vector2 offset, float blur, float radius, Color color);

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.

public void DropShadow(Vector2 offset, float blur, Color color);

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.

public void DropShadow(Vector2 offset, float blur, float radius, Color color);

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.

public void EndFrame();

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.

public void EndMeasure();

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.

public void EndNavigation();

UI.EndPanel() Method

Ends the current panel scope. Returns true when the panel was closed this frame (transitioned to Hidden).

public bool EndPanel();

Returns

System.Boolean

UI.EndPopup() Method

Ends the current popup scope.

public void EndPopup();

UI.EndScroll() Method

Ends the scroll view: pops layout rects, applies wheel scrolling to the innermost hovered view, and runs drag-to-scroll.

public void EndScroll();

UI.EndTimeline() Method

Ends the current named timeline scope and pops the ID pushed by BeginTimeline(string).

public void EndTimeline();

UI.EndTooltipContent() Method

Ends the tooltip content panel.

public void EndTooltipContent();

UI.EnterElement() Method

Engages the widget at the current top ID.

public void EnterElement();

UI.EnterElement(int) Method

Engages the widget with the given raw ID — it takes over the input stream until ExitElement().

public void EnterElement(int id);

Parameters

id System.Int32

UI.EnterElement(string) Method

Engages the widget with the given string ID.

public void EnterElement(string id);

Parameters

id System.String

UI.ExitElement() Method

Disengages whichever widget is engaged, returning the input stream to navigation traversal.

public void ExitElement();

UI.Expand(int) Method

Expands the top rect outward from its centre by the specified number of pixels on all sides.

public Interlude.Tick.UI Expand(int pixels);

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.

public Rect FetchMeasureIfExists(string id);

Parameters

id System.String

Returns

UnityEngine.Rect

UI.Fill() Method

Fills the current layout rectangle with the current color.

public void Fill();

UI.Fill(Color) Method

Fills the current layout rectangle with the specified color.

public void Fill(Color 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.

public void Fill(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.Fill(Gradient) Method

Fills the current layout rectangle with the specified gradient.

public void Fill(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.Fill(Rect) Method

Fills an explicit layout rectangle with the current color.

public void Fill(Rect rect);

Parameters

rect UnityEngine.Rect

UI.Fill(Rect, Color) Method

Fills an explicit layout rectangle with the specified color.

public void Fill(Rect rect, Color 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.

public void Fill(Rect rect, Color top, Color bottom);

Parameters

rect UnityEngine.Rect

top UnityEngine.Color

bottom UnityEngine.Color

UI.Fill(Rect, Gradient) Method

Fills an explicit layout rectangle with the specified gradient.

public void Fill(Rect rect, Interlude.Tick.Gradient gradient);

Parameters

rect UnityEngine.Rect

gradient Gradient

UI.FillCircle(Color) Method

Fills the current layout rectangle as a circle using the specified color.

public void FillCircle(Color color);

Parameters

color UnityEngine.Color

UI.FillCircle(Color, Color) Method

Fills the current layout rectangle as a circle with a vertical gradient.

public void FillCircle(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillCircle(Gradient) Method

Fills the current layout rectangle as a circle using the specified gradient.

public void FillCircle(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillCircle(Rect, Color) Method

Fills an explicit layout rectangle as a circle using the specified color.

public void FillCircle(Rect rect, Color 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.

public void FillCircle(Rect rect, Color top, Color bottom);

Parameters

rect UnityEngine.Rect

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillCircle(Rect, Gradient) Method

Fills an explicit layout rectangle as a circle using the specified gradient.

public void FillCircle(Rect rect, Interlude.Tick.Gradient gradient);

Parameters

rect UnityEngine.Rect

gradient Gradient

UI.FillDebug() Method

Fills the current layout rectangle with magenta color for debugging purposes.

public void FillDebug();

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.

public void FillFrosted(float blur, Color tint=default(Color));

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).

public void FillFrostedCircle(float blur, Color tint=default(Color));

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>)).

public void FillPath(Interlude.Tick.Path path, Color 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.

public void FillRounded(Color top, Color bottom, Interlude.Tick.CornerRadius radius);

Parameters

top UnityEngine.Color

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.

public void FillRounded(Color color, Interlude.Tick.CornerRadius radius);

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.

public void FillRounded(float radius);

Parameters

radius System.Single

UI.FillRounded(Gradient, float) Method

Fills the current layout rectangle with rounded corners using the specified gradient.

public void FillRounded(Interlude.Tick.Gradient gradient, float radius);

Parameters

gradient Gradient

radius System.Single

UI.FillRounded(Gradient, CornerRadius) Method

Fills the current layout rectangle with rounded corners using the specified gradient.

public void FillRounded(Interlude.Tick.Gradient gradient, Interlude.Tick.CornerRadius radius);

Parameters

gradient Gradient

radius CornerRadius

UI.FillRounded(Rect, Color, Color, CornerRadius) Method

Fills an explicit layout rectangle with rounded corners using a vertical gradient.

public void FillRounded(Rect rect, Color top, Color bottom, Interlude.Tick.CornerRadius radius);

Parameters

rect UnityEngine.Rect

top UnityEngine.Color

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.

public void FillRounded(Rect rect, Color color, Interlude.Tick.CornerRadius radius);

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.

public void FillRounded(Rect rect, float radius);

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.

public void FillRounded(Rect rect, Interlude.Tick.Gradient gradient, float radius);

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.

public void FillRounded(string animatedColorName, float radius);

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.

public void FillRoundedBottom(Color color, float radius);

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.

public void FillRoundedBottom(string animatedColorName, float radius);

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.

public void FillRoundedBottomLeft(Color color, float radius);

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.

public void FillRoundedBottomLeft(string animatedColorName, float radius);

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.

public void FillRoundedBottomRight(Color color, float radius);

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.

public void FillRoundedBottomRight(string animatedColorName, float radius);

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.

public void FillRoundedLeft(Color color, float radius);

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.

public void FillRoundedLeft(string animatedColorName, float radius);

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.

public void FillRoundedRight(Color color, float radius);

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.

public void FillRoundedRight(string animatedColorName, float radius);

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.

public void FillRoundedTop(Color color, float radius);

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.

public void FillRoundedTop(string animatedColorName, float radius);

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.

public void FillRoundedTopLeft(Color color, float radius);

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.

public void FillRoundedTopLeft(string animatedColorName, float radius);

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.

public void FillRoundedTopRight(Color color, float radius);

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.

public void FillRoundedTopRight(string animatedColorName, float radius);

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.

public void FillSdfArc(float angleDeg, float thickness, Color color, float rotationDeg=0f);

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.

public void FillSdfBezier(Vector2 A, Vector2 B, Vector2 C, Color color, float rotationDeg=0f);

Parameters

A UnityEngine.Vector2

B UnityEngine.Vector2

C UnityEngine.Vector2

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

A UnityEngine.Vector2

B UnityEngine.Vector2

C UnityEngine.Vector2

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.

public void FillSdfBlobbyCross(float height, Color color, float rotationDeg=0f);

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.

public void FillSdfChamferBox(float chamfer, Color color, float rotationDeg=0f);

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.

public void FillSdfCircleWave(float angle, float radius, Color color, float rotationDeg=0f);

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.

public void FillSdfCoolS(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfCoolS(Color, Color) Method

Fills the current layout rect with an SDF cool-S using a vertical gradient.

public void FillSdfCoolS(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfCoolS(Color, float) Method

Fills the current layout rect with an SDF cool-S using the specified color and rotation.

public void FillSdfCoolS(Color color, float rotationDeg);

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.

public void FillSdfCoolS(Interlude.Tick.Gradient 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.

public void FillSdfCoolS(Interlude.Tick.Gradient gradient, float rotationDeg);

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.

public void FillSdfCross(float armHalfWidth, float rounding, Color color, float rotationDeg=0f);

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.

public void FillSdfCutDisk(float cutHeight, Color color, float rotationDeg=0f);

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.

public void FillSdfEgg(float bottomRadius, float topRadius, Color color, float rotationDeg=0f);

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.

public void FillSdfEllipse(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfEllipse(Color, Color) Method

Fills the current layout rect with an SDF ellipse using a vertical gradient.

public void FillSdfEllipse(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfEllipse(Color, float) Method

Fills the current layout rect with an SDF ellipse using the specified color and rotation.

public void FillSdfEllipse(Color color, float rotationDeg);

Parameters

color UnityEngine.Color

rotationDeg System.Single

UI.FillSdfEllipse(Gradient) Method

Fills the current layout rect with an SDF ellipse using the specified gradient.

public void FillSdfEllipse(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillSdfEllipse(Gradient, float) Method

Fills the current layout rect with an SDF ellipse using the specified gradient and rotation.

public void FillSdfEllipse(Interlude.Tick.Gradient gradient, float rotationDeg);

Parameters

gradient Gradient

rotationDeg System.Single

UI.FillSdfHeart(Color) Method

Fills the current layout rect with an SDF heart using the specified color.

public void FillSdfHeart(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfHeart(Color, Color) Method

Fills the current layout rect with an SDF heart using a vertical gradient.

public void FillSdfHeart(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfHeart(Color, float) Method

Fills the current layout rect with an SDF heart using the specified color and rotation.

public void FillSdfHeart(Color color, float rotationDeg);

Parameters

color UnityEngine.Color

rotationDeg System.Single

UI.FillSdfHeart(Gradient) Method

Fills the current layout rect with an SDF heart using the specified gradient.

public void FillSdfHeart(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillSdfHeart(Gradient, float) Method

Fills the current layout rect with an SDF heart using the specified gradient and rotation.

public void FillSdfHeart(Interlude.Tick.Gradient gradient, float rotationDeg);

Parameters

gradient Gradient

rotationDeg System.Single

UI.FillSdfHexagon(Color) Method

Fills the current layout rect with an SDF hexagon using the specified color.

public void FillSdfHexagon(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfHexagon(Color, Color) Method

Fills the current layout rect with an SDF hexagon using a vertical gradient.

public void FillSdfHexagon(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfHexagon(Color, float) Method

Fills the current layout rect with an SDF hexagon using the specified color and rotation.

public void FillSdfHexagon(Color color, float rotationDeg);

Parameters

color UnityEngine.Color

rotationDeg System.Single

UI.FillSdfHexagon(Gradient) Method

Fills the current layout rect with an SDF hexagon using the specified gradient.

public void FillSdfHexagon(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillSdfHexagon(Gradient, float) Method

Fills the current layout rect with an SDF hexagon using the specified gradient and rotation.

public void FillSdfHexagon(Interlude.Tick.Gradient gradient, float rotationDeg);

Parameters

gradient Gradient

rotationDeg System.Single

UI.FillSdfHexagram(Color) Method

Fills the current layout rect with an SDF hexagram using the specified color.

public void FillSdfHexagram(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfHexagram(Color, Color) Method

Fills the current layout rect with an SDF hexagram using a vertical gradient.

public void FillSdfHexagram(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfHexagram(Color, float) Method

Fills the current layout rect with an SDF hexagram using the specified color and rotation.

public void FillSdfHexagram(Color color, float rotationDeg);

Parameters

color UnityEngine.Color

rotationDeg System.Single

UI.FillSdfHexagram(Gradient) Method

Fills the current layout rect with an SDF hexagram using the specified gradient.

public void FillSdfHexagram(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillSdfHexagram(Gradient, float) Method

Fills the current layout rect with an SDF hexagram using the specified gradient and rotation.

public void FillSdfHexagram(Interlude.Tick.Gradient gradient, float rotationDeg);

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.

public void FillSdfHyperbola(float k, float height, Color color, float rotationDeg=0f);

Parameters

k System.Single

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

k System.Single

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.

public void FillSdfOctagon(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfOctagon(Color, Color) Method

Fills the current layout rect with an SDF octagon using a vertical gradient.

public void FillSdfOctagon(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfOctagon(Color, float) Method

Fills the current layout rect with an SDF octagon using the specified color and rotation.

public void FillSdfOctagon(Color color, float rotationDeg);

Parameters

color UnityEngine.Color

rotationDeg System.Single

UI.FillSdfOctagon(Gradient) Method

Fills the current layout rect with an SDF octagon using the specified gradient.

public void FillSdfOctagon(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillSdfOctagon(Gradient, float) Method

Fills the current layout rect with an SDF octagon using the specified gradient and rotation.

public void FillSdfOctagon(Interlude.Tick.Gradient gradient, float rotationDeg);

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

a UnityEngine.Vector2

b UnityEngine.Vector2

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

a UnityEngine.Vector2

b UnityEngine.Vector2

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.

public void FillSdfParabola(float k, Color color, float rotationDeg=0f);

Parameters

k System.Single

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.

public void FillSdfParabola(float k, Interlude.Tick.Gradient gradient, float rotationDeg=0f);

Parameters

k System.Single

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.

public void FillSdfParallelogram(float skew, Color color, float rotationDeg=0f);

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.

public void FillSdfPentagon(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfPentagon(Color, Color) Method

Fills the current layout rect with an SDF pentagon using a vertical gradient.

public void FillSdfPentagon(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfPentagon(Color, float) Method

Fills the current layout rect with an SDF pentagon using the specified color and rotation.

public void FillSdfPentagon(Color color, float rotationDeg);

Parameters

color UnityEngine.Color

rotationDeg System.Single

UI.FillSdfPentagon(Gradient) Method

Fills the current layout rect with an SDF pentagon using the specified gradient.

public void FillSdfPentagon(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillSdfPentagon(Gradient, float) Method

Fills the current layout rect with an SDF pentagon using the specified gradient and rotation.

public void FillSdfPentagon(Interlude.Tick.Gradient gradient, float rotationDeg);

Parameters

gradient Gradient

rotationDeg System.Single

UI.FillSdfPentagram(Color) Method

Fills the current layout rect with an SDF pentagram using the specified color.

public void FillSdfPentagram(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfPentagram(Color, Color) Method

Fills the current layout rect with an SDF pentagram using a vertical gradient.

public void FillSdfPentagram(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfPentagram(Color, float) Method

Fills the current layout rect with an SDF pentagram using the specified color and rotation.

public void FillSdfPentagram(Color color, float rotationDeg);

Parameters

color UnityEngine.Color

rotationDeg System.Single

UI.FillSdfPentagram(Gradient) Method

Fills the current layout rect with an SDF pentagram using the specified gradient.

public void FillSdfPentagram(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillSdfPentagram(Gradient, float) Method

Fills the current layout rect with an SDF pentagram using the specified gradient and rotation.

public void FillSdfPentagram(Interlude.Tick.Gradient gradient, float rotationDeg);

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.

public void FillSdfPie(float angleDeg, Color color, float rotationDeg=0f);

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.

public void FillSdfPie(float angleDeg, Interlude.Tick.Gradient gradient, float rotationDeg=0f);

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.

public void FillSdfQuadraticCircle(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfQuadraticCircle(Color, Color) Method

Fills the current layout rect with an SDF quadratic-circle using a vertical gradient.

public void FillSdfQuadraticCircle(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfQuadraticCircle(Color, float) Method

Fills the current layout rect with an SDF quadratic-circle using the specified color and rotation.

public void FillSdfQuadraticCircle(Color color, float rotationDeg);

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.

public void FillSdfQuadraticCircle(Interlude.Tick.Gradient 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.

public void FillSdfQuadraticCircle(Interlude.Tick.Gradient gradient, float rotationDeg);

Parameters

gradient Gradient

rotationDeg System.Single

UI.FillSdfRhombus(Color) Method

Fills the current layout rect with an SDF rhombus using the specified color.

public void FillSdfRhombus(Color color);

Parameters

color UnityEngine.Color

UI.FillSdfRhombus(Color, Color) Method

Fills the current layout rect with an SDF rhombus using a vertical gradient.

public void FillSdfRhombus(Color top, Color bottom);

Parameters

top UnityEngine.Color

bottom UnityEngine.Color

UI.FillSdfRhombus(Color, float) Method

Fills the current layout rect with an SDF rhombus using the specified color and rotation.

public void FillSdfRhombus(Color color, float rotationDeg);

Parameters

color UnityEngine.Color

rotationDeg System.Single

UI.FillSdfRhombus(Gradient) Method

Fills the current layout rect with an SDF rhombus using the specified gradient.

public void FillSdfRhombus(Interlude.Tick.Gradient gradient);

Parameters

gradient Gradient

UI.FillSdfRhombus(Gradient, float) Method

Fills the current layout rect with an SDF rhombus using the specified gradient and rotation.

public void FillSdfRhombus(Interlude.Tick.Gradient gradient, float rotationDeg);

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.

public void FillSdfRing(float openingAngleDeg, float thickness, Color color, float rotationDeg=0f);

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.

public void FillSdfRoundedCross(float height, Color color, float rotationDeg=0f);

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.

public void FillSdfRoundedX(float halfExtent, float rounding, Color color, float rotationDeg=0f);

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.

public void FillSdfStar(int points, float m, Color color, float rotationDeg=0f);

Parameters

points System.Int32

Number of star points (clamped 3–20).

m System.Single

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).

m System.Single

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.

public void FillSdfTriangle(Vector2 v0, Vector2 v1, Vector2 v2, Color color, float rotationDeg=0f);

Parameters

v0 UnityEngine.Vector2

v1 UnityEngine.Vector2

v2 UnityEngine.Vector2

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

v0 UnityEngine.Vector2

v1 UnityEngine.Vector2

v2 UnityEngine.Vector2

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.

public void FillSdfTunnel(float halfWidth, float height, Color color, float rotationDeg=0f);

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.

public void FillSdfVesica(float radius, float centerOffset, Color color, float rotationDeg=0f);

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.

public void FillTriangle(Vector2 a, Vector2 b, Vector2 c, Color color);

Parameters

a UnityEngine.Vector2

b UnityEngine.Vector2

c UnityEngine.Vector2

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

a UnityEngine.Vector2

b UnityEngine.Vector2

c UnityEngine.Vector2

colorA UnityEngine.Color

colorB UnityEngine.Color

colorC UnityEngine.Color

UI.FillTriangleDown(Color) Method

Fills a downward-pointing triangle inscribed in the current layout rect.

public void FillTriangleDown(Color color);

Parameters

color UnityEngine.Color

UI.FillTriangleDown(Rect, Color) Method

Fills a downward-pointing triangle inscribed in an explicit layout rect.

public void FillTriangleDown(Rect rect, Color color);

Parameters

rect UnityEngine.Rect

color UnityEngine.Color

UI.FillTriangleLeft(Color) Method

Fills a left-pointing triangle inscribed in the current layout rect.

public void FillTriangleLeft(Color color);

Parameters

color UnityEngine.Color

UI.FillTriangleLeft(Rect, Color) Method

Fills a left-pointing triangle inscribed in an explicit layout rect.

public void FillTriangleLeft(Rect rect, Color color);

Parameters

rect UnityEngine.Rect

color UnityEngine.Color

UI.FillTriangleRight(Color) Method

Fills a right-pointing triangle inscribed in the current layout rect.

public void FillTriangleRight(Color color);

Parameters

color UnityEngine.Color

UI.FillTriangleRight(Rect, Color) Method

Fills a right-pointing triangle inscribed in an explicit layout rect.

public void FillTriangleRight(Rect rect, Color color);

Parameters

rect UnityEngine.Rect

color UnityEngine.Color

UI.FillTriangleUp(Color) Method

Fills an upward-pointing triangle inscribed in the current layout rect.

public void FillTriangleUp(Color color);

Parameters

color UnityEngine.Color

UI.FillTriangleUp(Rect, Color) Method

Fills an upward-pointing triangle inscribed in an explicit layout rect.

public void FillTriangleUp(Rect rect, Color color);

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).

public static Color FromHex(string hex, int alpha=255);

Parameters

hex System.String

alpha System.Int32

Returns

UnityEngine.Color

UI.FromInt(int, int, int, int) Method

Creates a UnityEngine.Color from integer RGBA components in the range 0–255.

public static Color FromInt(int r, int g, int b, int a=255);

Parameters

r System.Int32

g System.Int32

b System.Int32

a System.Int32

Returns

UnityEngine.Color

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

id System.String

button Interlude.Tick.MouseButton

Returns

Interlude.Tick.ButtonState

UI.GetCaretPosition(string) Method

Returns the caret index for the textbox identified by textboxId.

public int GetCaretPosition(string textboxId);

Parameters

textboxId System.String

Returns

System.Int32

UI.GetDrawer() Method

Returns the underlying drawer used to issue draw commands this frame.

public Interlude.Tick.IDrawer GetDrawer();

Returns

IDrawer

UI.GetFocused() Method

Returns the raw ID of the currently focused widget, or -1 if none.

public int GetFocused();

Returns

System.Int32

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.

public System.Nullable<Rect> GetFocusedRect();

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.

public Interlude.Tick.IInput GetInput();

Returns

IInput

UI.GetMousePosition() Method

Returns the current mouse position in screen pixels.

public Vector2 GetMousePosition();

Returns

UnityEngine.Vector2

UI.GetRootRect() Method

Gets the root rect in virtual coordinates.

public Rect GetRootRect();

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.

public Interlude.Tick.Margin GetSafeAreaMargin();

Returns

Margin

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.

public Interlude.Tick.Margin GetSafeAreaMargin(Rect safeArea, Vector2 screenSize);

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

Margin

UI.GetTopClipRect() Method

Returns the top clip rect in screen coordinates, or null when the clip stack is empty.

public System.Nullable<Rect> GetTopClipRect();

Returns

System.Nullable<UnityEngine.Rect>

UI.HasSelectedElement() Method

Reserved for future use.

public void HasSelectedElement();

UI.HasTopID() Method

Returns true when at least one ID has been pushed onto the ID stack.

public bool HasTopID();

Returns

System.Boolean

UI.HidePanel() Method

Hides the panel currently at the top of the panel stack.

public void HidePanel();

UI.HidePanel(string) Method

Hides the panel with the specified identifier.

public void HidePanel(string id);

Parameters

id System.String

UI.HidePopup(string) Method

Hides the popup with the given id.

public void HidePopup(string id);

Parameters

id System.String

UI.HorizontalSlide(string, float, float, float, Rect) Method

Creates a horizontal slide control.

public float HorizontalSlide(string id, float value, float min, float max, ref Rect handle);

Parameters

id System.String

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.

public void Image(Rect rect, RenderTexture renderTexture);

Parameters

rect UnityEngine.Rect

renderTexture UnityEngine.RenderTexture

UI.Image(Rect, Sprite) Method

Draws sprite into an explicit layout rectangle.

public void Image(Rect rect, Sprite sprite);

Parameters

rect UnityEngine.Rect

sprite UnityEngine.Sprite

UI.Image(Rect, Sprite, Color) Method

Draws sprite tinted by tint into an explicit layout rectangle.

public void Image(Rect rect, Sprite sprite, Color tint);

Parameters

rect UnityEngine.Rect

sprite UnityEngine.Sprite

tint UnityEngine.Color

UI.Image(Rect, Texture2D) Method

Draws an image at an explicit layout rectangle.

public void Image(Rect rect, Texture2D texture);

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.

public void Image(Rect rect, Texture2D texture, Interlude.Tick.ImageScaleMode 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.

public void Image(Rect rect, Texture2D texture, Rect sourceUV);

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.

public void Image(Rect rect, Texture2D texture, Rect sourceUV, Color tint);

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.

public void Image(Rect rect, Texture2D texture, RectInt sourcePixels);

Parameters

rect UnityEngine.Rect

texture UnityEngine.Texture2D

sourcePixels UnityEngine.RectInt

UI.Image(RenderTexture) Method

Draws an image using the specified RenderTexture.

public void Image(RenderTexture 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.

public void Image(Sprite sprite);

Parameters

sprite UnityEngine.Sprite

UI.Image(Sprite, Color) Method

Draws sprite tinted by tint into the current layout rectangle.

public void Image(Sprite sprite, Color tint);

Parameters

sprite UnityEngine.Sprite

tint UnityEngine.Color

UI.Image(Texture2D) Method

Draws an image using the specified texture.

public void Image(Texture2D 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.

public void Image(Texture2D texture, Interlude.Tick.ImageScaleMode 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.

public void Image(Texture2D texture, Rect sourceUV);

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.

public void Image(Texture2D texture, Rect sourceUV, Color tint);

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.

public void Image(Texture2D texture, RectInt sourcePixels);

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.

public void Image9Slice(Rect rect, Texture2D texture, float borderPx, Color tint=default(Color));

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.

public void Image9Slice(Rect rect, Texture2D texture, Vector4 borderPx, Color tint=default(Color));

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.

public void Image9Slice(Texture2D texture, float borderPx, Color tint=default(Color));

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.

public void Image9Slice(Texture2D texture, Vector4 borderPx, Color tint=default(Color));

Parameters

texture UnityEngine.Texture2D

borderPx UnityEngine.Vector4

tint UnityEngine.Color

UI.ImageByName(Rect, string) Method

Draws a named image at an explicit layout rectangle.

public void ImageByName(Rect rect, string name);

Parameters

rect UnityEngine.Rect

name System.String

UI.ImageByName(Rect, string, Color) Method

Draws a tinted named image at an explicit layout rectangle.

public void ImageByName(Rect rect, string name, Color tint);

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.

public void ImageByName(Rect rect, string name, Color tint, float angleDeg);

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.

public void ImageByName(Rect rect, string name, Interlude.Tick.ImageScaleMode 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.

public void ImageByName(Rect rect, string name, Rect sourceUV);

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.

public void ImageByName(Rect rect, string name, Rect sourceUV, Color tint);

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.

public void ImageByName(string 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.

public void ImageByName(string name, Color tint);

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.

public void ImageByName(string name, Color tint, float angleDeg);

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.

public void ImageByName(string name, Interlude.Tick.ImageScaleMode mode);

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.

public void ImageByName(string name, Rect sourceUV);

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.

public void ImageByName(string name, Rect sourceUV, Color tint);

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.

public void ImageByName9Slice(Rect rect, string name, float borderPx, Color tint=default(Color));

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.

public void ImageByName9Slice(Rect rect, string name, Vector4 borderPx, Color tint=default(Color));

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.

public void ImageByName9Slice(string name, float borderPx, Color tint=default(Color));

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.

public void ImageByName9Slice(string name, Vector4 borderPx, Color tint=default(Color));

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.

public void ImageByNameRounded(Rect rect, string name, Interlude.Tick.CornerRadius radius);

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.

public void ImageByNameRounded(string name, Color tint, Interlude.Tick.CornerRadius radius);

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.

public void ImageByNameRounded(string name, Interlude.Tick.CornerRadius radius);

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.

public void ImageRounded(Rect rect, RenderTexture texture, Interlude.Tick.CornerRadius radius);

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.

public void ImageRounded(Rect rect, Sprite sprite, Interlude.Tick.CornerRadius radius);

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.

public void ImageRounded(Rect rect, Texture2D texture, Interlude.Tick.CornerRadius radius);

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.

public void ImageRounded(RenderTexture texture, Interlude.Tick.CornerRadius radius);

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.

public void ImageRounded(Sprite sprite, Interlude.Tick.CornerRadius radius);

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.

public void ImageRounded(Texture2D texture, Color tint, Interlude.Tick.CornerRadius radius);

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.

public void ImageRounded(Texture2D texture, Interlude.Tick.CornerRadius radius);

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.

public void ImageRounded(Texture2D texture, Rect sourceUV, Interlude.Tick.CornerRadius radius);

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.

public bool IsActiveNavigationBlock(string id);

Parameters

id System.String

Returns

System.Boolean

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.

public bool IsAnyEntered();

Returns

System.Boolean

UI.IsAnyFocused() Method

Returns true when any widget currently holds focus.

public bool IsAnyFocused();

Returns

System.Boolean

UI.IsEntered(int) Method

Returns true when the widget with the given raw ID is engaged.

public bool IsEntered(int id);

Parameters

id System.Int32

Returns

System.Boolean

UI.IsEntered(string) Method

Returns true when the widget with the given string ID is engaged.

public bool IsEntered(string id);

Parameters

id System.String

Returns

System.Boolean

UI.IsFocused(int) Method

Returns true when the widget with the given raw ID has focus.

public bool IsFocused(int id);

Parameters

id System.Int32

Returns

System.Boolean

UI.IsFocused(string) Method

Returns true when the widget with the given string ID has focus.

public bool IsFocused(string id);

Parameters

id System.String

Returns

System.Boolean

UI.IsHovered() Method

Returns true when a pointer is inside the current rect and this panel is the topmost hovered panel.

public bool IsHovered();

Returns

System.Boolean

UI.IsJustHovered() Method

Returns true when the current rect became hovered this frame (was not hovered last frame).

public bool IsJustHovered();

Returns

System.Boolean

UI.IsLastHovered() Method

Returns true when the current rect was also hovered the previous frame.

public bool IsLastHovered();

Returns

System.Boolean

UI.IsMouseOverUI() Method

Returns true when the mouse cursor is over any UI panel or a control has captured input.

public bool IsMouseOverUI();

Returns

System.Boolean

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).

public bool IsNavigationActive(string id);

Parameters

id System.String

Returns

System.Boolean

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).

public bool IsNavigationFirstFrame(string id);

Parameters

id System.String

Returns

System.Boolean

UI.IsPanelFirstShown() Method

Returns true on the first frame the panel currently at the top of the stack is shown.

public bool IsPanelFirstShown();

Returns

System.Boolean

UI.IsPanelFirstShown(int) Method

Returns true on the first frame the panel with idHash is shown.

public bool IsPanelFirstShown(int idHash);

Parameters

idHash System.Int32

Returns

System.Boolean

UI.IsPanelFirstShown(string) Method

Returns true on the first frame the panel with id is shown (i.e. it was not used last frame).

public bool IsPanelFirstShown(string id);

Parameters

id System.String

Returns

System.Boolean

UI.IsPanelVisible(string) Method

Returns true when the panel with the given id is currently in the Visible state.

public bool IsPanelVisible(string id);

Parameters

id System.String

Returns

System.Boolean

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.

public bool IsRectOffScreen(Rect 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).

public static bool IsTextCharacter(char c);

Parameters

c System.Char

Returns

System.Boolean

UI.LayoutToScreen(float, bool) Method

Converts a virtual coordinate value to screen coordinates.

public float LayoutToScreen(float value, bool isWidth);

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.

public Interlude.Tick.CornerRadius LayoutToScreen(Interlude.Tick.CornerRadius radius);

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.

public Rect LayoutToScreen(Rect rect);

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.

public Vector2 LayoutToScreen(Vector2 vec);

Parameters

vec UnityEngine.Vector2

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.

public Interlude.Tick.UI Left(Interlude.Tick.Size size);

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.

public Interlude.Tick.UI LeftHalf();

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

a UnityEngine.Vector2

b UnityEngine.Vector2

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

a UnityEngine.Vector2

b UnityEngine.Vector2

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.

public void LineBottom(Color color);

Parameters

color UnityEngine.Color

UI.LineCenterHorizontal(Color) Method

Draws a horizontal pixel-width line through the centre of the current layout rectangle.

public void LineCenterHorizontal(Color color);

Parameters

color UnityEngine.Color

UI.LineCenterHorizontal(Rect, Color) Method

Draws a horizontal pixel-width line through the centre of an explicit layout rectangle.

public void LineCenterHorizontal(Rect rect, Color color);

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.

public void LineCenterVertical(Color color);

Parameters

color UnityEngine.Color

UI.LineCenterVertical(Rect, Color) Method

Draws a vertical pixel-width line through the centre of an explicit layout rectangle.

public void LineCenterVertical(Rect rect, Color color);

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

id System.String

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

id System.String

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.

public void LineLeft(Color color);

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.

public void LinePixel(Vector2 start, Vector2 end, Color colorStart, Color colorEnd);

Parameters

start UnityEngine.Vector2

The starting point of the line, in layout coordinates.

end UnityEngine.Vector2

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.

public void LineRight(Color color);

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.

public void LinesPixel(System.Collections.Generic.IReadOnlyList<Vector2> points, Color color);

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.

public void LineTop(Color color);

Parameters

color UnityEngine.Color

UI.MakeID(Id) Method

Computes the ID that PushID(Id) would produce without pushing it onto the stack.

public int MakeID(Interlude.Tick.Id id);

Parameters

id Id

Returns

System.Int32

UI.MakeRelative(Rect) Method

Returns a rect made relative to the top rect in virtual coordinates.

public Rect MakeRelative(Rect rect);

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.

public Vector2 MakeRelative(Vector2 vec);

Parameters

vec UnityEngine.Vector2

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

System.Int32

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

System.Int32

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

UnityEngine.Rect

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

UnityEngine.Rect

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

System.Single

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

System.Single

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

UnityEngine.Rect

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

UnityEngine.Rect

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

UnityEngine.Rect

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

UnityEngine.Rect

UI.MergeClip(Rect) Method

Merges the specified rect with the top clip rect.

public void MergeClip(Rect 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.

public void MergeClipFromTop();

UI.MergeRelativeClipFromTop(Rect) Method

Merges the specified rect, offset by the top layout rect, with the top clip rect.

public void MergeRelativeClipFromTop(Rect 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.

public void NavigationElement(string id);

Parameters

id System.String

UI.Next(Size) Method

Advances to the next layout element.

public void Next(Interlude.Tick.Size size=default(Interlude.Tick.Size));

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.

public Interlude.Tick.UI NextInSized();

Returns

UI

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.

public void Nexts(int count);

Parameters

count System.Int32

UI.Offset(Size, Size) Method

Offsets the top rect by the specified amounts.

public Interlude.Tick.UI Offset(Interlude.Tick.Size offsetX, Interlude.Tick.Size offsetY);

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.

public Interlude.Tick.UI Pad(int pixels);

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.

public Interlude.Tick.UI Pad(Interlude.Tick.Margin 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.

public Interlude.Tick.UI Pad(Interlude.Tick.Size size);

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.

public Interlude.Tick.UI PadBottom(Interlude.Tick.Size 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.

public Interlude.Tick.UI PadHorizontal(Interlude.Tick.Size 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.

public Interlude.Tick.UI PadLeft(Interlude.Tick.Size 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.

public Interlude.Tick.UI PadRight(Interlude.Tick.Size 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.

public Interlude.Tick.UI PadTop(Interlude.Tick.Size 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.

public Interlude.Tick.UI PadVertical(Interlude.Tick.Size 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.

public Rect Peek();

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.

public float PeekBottom();

Returns

System.Single

UI.PeekBottomAbsolute() Method

Returns the bottom edge (y) of the top rect in absolute (full layout space) virtual coordinates.

public float PeekBottomAbsolute();

Returns

System.Single

UI.PeekBottomCenter() Method

Returns the bottom-center position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekBottomCenter();

Returns

UnityEngine.Vector2

UI.PeekBottomCenterAbsolute() Method

Returns the bottom-center position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekBottomCenterAbsolute();

Returns

UnityEngine.Vector2

UI.PeekBottomLeft() Method

Returns the bottom-left position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekBottomLeft();

Returns

UnityEngine.Vector2

UI.PeekBottomLeftAbsolute() Method

Returns the bottom-left position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekBottomLeftAbsolute();

Returns

UnityEngine.Vector2

UI.PeekBottomRight() Method

Returns the bottom-right position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekBottomRight();

Returns

UnityEngine.Vector2

UI.PeekBottomRightAbsolute() Method

Returns the bottom-right position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekBottomRightAbsolute();

Returns

UnityEngine.Vector2

UI.PeekCenter() Method

Returns the center position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekCenter();

Returns

UnityEngine.Vector2

UI.PeekCenterAbsolute() Method

Returns the center position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekCenterAbsolute();

Returns

UnityEngine.Vector2

UI.PeekColor() Method

Peeks at the current color on the color stack without removing it.

public Color PeekColor();

Returns

UnityEngine.Color

UI.PeekHalfHeightRounded() Method

Returns half the height of the top rect in virtual coordinates, rounded to the nearest integer.

public int PeekHalfHeightRounded();

Returns

System.Int32

UI.PeekHalfWidthRounded() Method

Returns half the width of the top rect in virtual coordinates, rounded to the nearest integer.

public int PeekHalfWidthRounded();

Returns

System.Int32

UI.PeekHeight() Method

Peeks at the height of the top rect in virtual coordinates.

public float PeekHeight();

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.

public int PeekHeightRounded();

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.

public int PeekID(Interlude.Tick.Id id);

Parameters

id Id

Returns

System.Int32

UI.PeekLeft() Method

Returns the left edge (x) of the top rect relative to its parent rect in virtual coordinates.

public float PeekLeft();

Returns

System.Single

UI.PeekLeftAbsolute() Method

Returns the left edge (x) of the top rect in absolute (full layout space) virtual coordinates.

public float PeekLeftAbsolute();

Returns

System.Single

UI.PeekLocation() Method

Peeks at the top left position of the top rect in virtual coordinates.

public Vector2 PeekLocation();

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.

public float PeekMaxSize();

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.

public Vector2 PeekMiddleLeft();

Returns

UnityEngine.Vector2

UI.PeekMiddleLeftAbsolute() Method

Returns the middle-left position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekMiddleLeftAbsolute();

Returns

UnityEngine.Vector2

UI.PeekMiddleRight() Method

Returns the middle-right position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekMiddleRight();

Returns

UnityEngine.Vector2

UI.PeekMiddleRightAbsolute() Method

Returns the middle-right position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekMiddleRightAbsolute();

Returns

UnityEngine.Vector2

UI.PeekMinSize() Method

Peeks at the smaller of the width and height of the top rect in virtual coordinates.

public float PeekMinSize();

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.

public Rect PeekRelative();

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.

public float PeekRight();

Returns

System.Single

UI.PeekRightAbsolute() Method

Returns the right edge (x) of the top rect in absolute (full layout space) virtual coordinates.

public float PeekRightAbsolute();

Returns

System.Single

UI.PeekSize() Method

Peeks at the size (width, height) of the top rect in virtual coordinates.

public Vector2 PeekSize();

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.

public Interlude.Tick.UI.TextEffects PeekTextEffects();

Returns

Interlude.Tick.UI.TextEffects

UI.PeekTop() Method

Returns the top edge (y) of the top rect relative to its parent rect in virtual coordinates.

public float PeekTop();

Returns

System.Single

UI.PeekTopAbsolute() Method

Returns the top edge (y) of the top rect in absolute (full layout space) virtual coordinates.

public float PeekTopAbsolute();

Returns

System.Single

UI.PeekTopCenter() Method

Returns the top-center position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekTopCenter();

Returns

UnityEngine.Vector2

UI.PeekTopCenterAbsolute() Method

Returns the top-center position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekTopCenterAbsolute();

Returns

UnityEngine.Vector2

UI.PeekTopCenterRelative() Method

Returns the top-center position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekTopCenterRelative();

Returns

UnityEngine.Vector2

UI.PeekTopLeft() Method

Returns the top-left position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekTopLeft();

Returns

UnityEngine.Vector2

UI.PeekTopLeftAbsolute() Method

Returns the top-left position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekTopLeftAbsolute();

Returns

UnityEngine.Vector2

UI.PeekTopRight() Method

Returns the top-right position of the top rect relative to its parent rect in virtual coordinates.

public Vector2 PeekTopRight();

Returns

UnityEngine.Vector2

UI.PeekTopRightAbsolute() Method

Returns the top-right position of the top rect in absolute (full layout space) virtual coordinates.

public Vector2 PeekTopRightAbsolute();

Returns

UnityEngine.Vector2

UI.PeekWidth() Method

Peeks at the width of the top rect in virtual coordinates.

public float PeekWidth();

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.

public int PeekWidthRounded();

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.

public void Plus(Rect rect, Color color, float thickness=1f);

Parameters

rect UnityEngine.Rect

color UnityEngine.Color

thickness System.Single

UI.Pop() Method

Pop the current rect.

public Interlude.Tick.UI Pop();

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.

public void PopAnimate();

UI.PopClip() Method

Pops the top clip rect off the clip stack.

public void PopClip();

UI.PopColor() Method

Pops the top color off the color stack.

public void PopColor();

UI.PopID() Method

Pops the most recently pushed ID from the ID stack.

public void PopID();

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.

public void PopNavigation();

UI.PopTextEffects() Method

Pops the top of the text-effects stack. No-op when the stack is already empty.

public void PopTextEffects();

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.

public Interlude.Tick.AnimationContext PushAnimate(string id);

Parameters

id System.String

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.

public void PushClipRect(Rect rect);

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.

public void PushColor(Color color);

Parameters

color UnityEngine.Color

UI.PushGrid(int, int) Method

Begins a grid layout with countX columns and countY rows.

public void PushGrid(int countX, int countY);

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.

public int PushID(Interlude.Tick.Id id);

Parameters

id Id

Returns

System.Int32

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.

public void PushNavigation(string id);

Parameters

id System.String

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

UI.PushRect(Rect) Method

Pushes a rect onto the layout stack.

public Interlude.Tick.UI PushRect(Rect rect);

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

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

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

UI.PushRectCenteredOnPoint(Vector2, Vector2) Method

Pushes a rect centered on the specified point.

public Interlude.Tick.UI PushRectCenteredOnPoint(Vector2 point, Vector2 size);

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.

public Interlude.Tick.UI PushRelativeClipRect(Rect 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

UI.PushRelativeRect(Rect) Method

Pushes a rect relative to the current top rect.

public Interlude.Tick.UI PushRelativeRect(Rect 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

UI.PushRelativeRectCenteredOnPoint(Vector2, Vector2) Method

Pushes a rect relative to the specified point centered on that point.

public Interlude.Tick.UI PushRelativeRectCenteredOnPoint(Vector2 point, Vector2 size);

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.

public Interlude.Tick.UI PushRotate(float angle);

Parameters

angle System.Single

The rotation angle in degrees.

Returns

UI

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().

public Interlude.Tick.UI PushSafeAreaMargin();

Returns

UI

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.

public Interlude.Tick.UI PushSafeAreaMargin(Rect safeArea, Vector2 screenSize);

Parameters

safeArea UnityEngine.Rect

screenSize UnityEngine.Vector2

Returns

UI

UI.PushScale(float) Method

Scales the current UI element uniformly by the specified factor around its center.

public Interlude.Tick.UI PushScale(float scale);

Parameters

scale System.Single

The scale factor to apply to both width and height.

Returns

UI

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

sizes Size[]

direction Interlude.Tick.Direction

Returns

UI

UI.PushSizedHorizontal(Size, Size) Method

Begins a sized horizontal layout with two inline sizes (allocation-free).

public Interlude.Tick.UI PushSizedHorizontal(Interlude.Tick.Size a, Interlude.Tick.Size b);

Parameters

a Size

b Size

Returns

UI

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

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

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

UI.PushSizedHorizontal(Size[]) Method

Begins a sized horizontal layout with the specified sizes.

public Interlude.Tick.UI PushSizedHorizontal(params Interlude.Tick.Size[] sizes);

Parameters

sizes Size[]

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).

public Interlude.Tick.UI PushSizedHorizontalReverse(Interlude.Tick.Size a, Interlude.Tick.Size b);

Parameters

a Size

b Size

Returns

UI

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

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

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

UI.PushSizedHorizontalReverse(Size[]) Method

Begins a sized horizontal reverse layout with the specified sizes.

public Interlude.Tick.UI PushSizedHorizontalReverse(params Interlude.Tick.Size[] sizes);

Parameters

sizes Size[]

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

sizes Size[]

Returns

UI

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.

sizes Size[]

Per-slot sizes (excluding the gaps).

Returns

UI

UI.PushSizedVertical(Size, Size) Method

Begins a sized vertical layout with two inline sizes (allocation-free).

public Interlude.Tick.UI PushSizedVertical(Interlude.Tick.Size a, Interlude.Tick.Size b);

Parameters

a Size

b Size

Returns

UI

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

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

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

UI.PushSizedVertical(Size[]) Method

Begins a sized vertical layout with the specified sizes.

public Interlude.Tick.UI PushSizedVertical(params Interlude.Tick.Size[] sizes);

Parameters

sizes Size[]

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).

public Interlude.Tick.UI PushSizedVerticalReverse(Interlude.Tick.Size a, Interlude.Tick.Size b);

Parameters

a Size

b Size

Returns

UI

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

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

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

UI.PushSizedVerticalReverse(Size[]) Method

Begins a sized vertical reverse layout with the specified sizes.

public Interlude.Tick.UI PushSizedVerticalReverse(params Interlude.Tick.Size[] sizes);

Parameters

sizes Size[]

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

sizes Size[]

Returns

UI

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.

sizes Size[]

Per-slot sizes (excluding the gaps).

Returns

UI

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.

public void PushSplitHorizontal(int count, Interlude.Tick.Size gap=default(Interlude.Tick.Size));

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.

public void PushSplitVertical(int count, Interlude.Tick.Size gap=default(Interlude.Tick.Size));

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).

public void PushStackHorizontal(Interlude.Tick.Size gap);

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).

public void PushStackHorizontalReverse(Interlude.Tick.Size gap);

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).

public void PushStackVertical(Interlude.Tick.Size gap);

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).

public void PushStackVerticalReverse(Interlude.Tick.Size gap);

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.

public void PushTextEffects(Interlude.Tick.UI.TextEffects effects);

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

UI.PushUnscaledCenter(int, int) Method

Pushes a rect of screenWidth x screenHeight screen pixels, centred in the current rect.

public Interlude.Tick.UI PushUnscaledCenter(int screenWidth, int screenHeight);

Parameters

screenWidth System.Int32

screenHeight System.Int32

Returns

UI

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

UI.RectDepth() Method

Returns the current depth of the rect stack.

public int RectDepth();

Returns

System.Int32

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.

public void RectOutline(Rect rect, Color color, float thickness=1f);

Parameters

rect UnityEngine.Rect

color UnityEngine.Color

thickness System.Single

UI.Reset() Method

Resets the current layout schema back to its first element.

public void Reset();

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.

public bool Retrieve(string id, out Vector2 positionLayoutSpace);

Parameters

id System.String

positionLayoutSpace UnityEngine.Vector2

Returns

System.Boolean

UI.Right(Size) Method

Pushes a rect aligned to the right of the current top layout rect.

public Interlude.Tick.UI Right(Interlude.Tick.Size size);

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.

public Interlude.Tick.UI RightHalf();

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.

public Interlude.Tick.UI ScaleFromPivot(float scale, Vector2 pivot);

Parameters

scale System.Single

pivot UnityEngine.Vector2

Returns

UI

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.

public Interlude.Tick.UI ScaleXFromPivot(float scaleX, Vector2 pivot);

Parameters

scaleX System.Single

pivot UnityEngine.Vector2

Returns

UI

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.

public Interlude.Tick.UI ScaleYFromPivot(float scaleY, Vector2 pivot);

Parameters

scaleY System.Single

pivot UnityEngine.Vector2

Returns

UI

UI.ScreenToLayout(float, bool) Method

Converts a screen coordinate value to virtual coordinates.

public float ScreenToLayout(float value, bool isWidth);

Parameters

value System.Single

isWidth System.Boolean

Returns

System.Single

UI.ScreenToLayout(Rect) Method

Converts a screen coordinate rect to virtual coordinates.

public Rect ScreenToLayout(Rect rect);

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.

public Vector2 ScreenToLayout(Vector2 vec);

Parameters

vec UnityEngine.Vector2

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.

public void ScrollFocusedIntoView();

UI.ScrollToBottom(string) Method

Requests that the named scroll view jump to its bottom on the next frame.

public void ScrollToBottom(string id);

Parameters

id System.String

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.

public void SetBindings(Interlude.Tick.InputBindings bindings);

Parameters

bindings InputBindings

UI.SetCaretPosition(string, int) Method

Sets the caret position for the textbox identified by textboxId.

public void SetCaretPosition(string textboxId, int index);

Parameters

textboxId System.String

index System.Int32

UI.SetFocus() Method

Focuses the widget at the current top ID.

public void SetFocus();

UI.SetFocus(string) Method

Focuses the widget with the given string ID.

public void SetFocus(string id);

Parameters

id System.String

UI.SetSelectedElement(string) Method

Reserved for future use.

public void SetSelectedElement(string id);

Parameters

id System.String

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).

public void ShowModal(string id);

Parameters

id System.String

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.

public void ShowModal(string id, int sortOrder);

Parameters

id System.String

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.

public void ShowPanel(string id);

Parameters

id System.String

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).

public void ShowPopup(string id);

Parameters

id System.String

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

id System.String

value System.Single

min System.Single

max System.Single

hovered System.Boolean

captured System.Boolean

Returns

System.Boolean

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.

public bool Slider2D(string id, ref Vector2 value, out bool hovered, out bool captured);

Parameters

id System.String

value UnityEngine.Vector2

hovered System.Boolean

captured System.Boolean

Returns

System.Boolean

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

id System.String

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:

ui.Store("score_center", ui.Peek().center);
public void Store(string id, Vector2 positionLayoutSpace);

Parameters

id System.String

positionLayoutSpace UnityEngine.Vector2

UI.Text(string, string, int) Method

Draws text in white with default left-middle alignment.

public void Text(string text, string fontName, int size);

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

id System.String

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

id System.String

text System.String

config TextboxConfig

layout Interlude.Tick.TextboxLayout

Returns

Interlude.Tick.TextboxAction

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

System.Int32

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).

public float TimelineAppear(float start, float fadeIn);

Parameters

start System.Single

fadeIn System.Single

Returns

System.Single

UI.TimelineBefore(float) Method

True while the current timeline's elapsed time is still below t.

public bool TimelineBefore(float t);

Parameters

t System.Single

Returns

System.Boolean

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.

public float TimelineFade(float start, float fadeIn, float hold, float fadeOut);

Parameters

start System.Single

fadeIn System.Single

hold System.Single

fadeOut System.Single

Returns

System.Single

UI.TimelinePassed(float) Method

True once the current timeline's elapsed time has reached t.

public bool TimelinePassed(float t);

Parameters

t System.Single

Returns

System.Boolean

UI.TimelineReset() Method

Resets the current timeline's elapsed time to 0.

public void TimelineReset();

UI.TimelineReset(string) Method

Resets the named timeline's elapsed time to 0 if it exists.

public void TimelineReset(string id);

Parameters

id System.String

UI.TimelineSection(float, float) Method

Returns true while the current timeline's elapsed time is inside [start, start + duration).

public bool TimelineSection(float start, float duration);

Parameters

start System.Single

duration System.Single

Returns

System.Boolean

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.

public bool TimelineSection(float start, float duration, out float t);

Parameters

start System.Single

duration System.Single

t System.Single

Returns

System.Boolean

UI.TimelineTime() Method

Seconds elapsed since the current timeline first began. Returns 0 if no timeline is active.

public float TimelineTime();

Returns

System.Single

UI.TimelineTime(string) Method

Seconds elapsed since the named timeline first began. Returns 0 if the timeline does not exist.

public float TimelineTime(string id);

Parameters

id System.String

Returns

System.Single

UI.ToHorizontalPercent(Size) Method

Horizontal shorthand for ToPercent(Size, Axis).

public float ToHorizontalPercent(Interlude.Tick.Size size);

Parameters

size Size

Returns

System.Single

UI.ToHorizontalPixels(Size) Method

Horizontal shorthand for ToPixels(Size, Axis).

public float ToHorizontalPixels(Interlude.Tick.Size size);

Parameters

size Size

Returns

System.Single

UI.Top(Size) Method

Pushes a rect aligned to the top of the current top layout rect.

public Interlude.Tick.UI Top(Interlude.Tick.Size size);

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.

public float ToPercent(Interlude.Tick.Size size, Interlude.Tick.Axis axis);

Parameters

size Size

axis Axis

Returns

System.Single

UI.TopHalf() Method

Pushes the top half of the current top layout rect.

public Interlude.Tick.UI TopHalf();

Returns

UI
This UI instance for chaining.

UI.TopID() Method

Returns the ID at the top of the ID stack without removing it.

public int TopID();

Returns

System.Int32

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.

public float ToPixels(Interlude.Tick.Size size, Interlude.Tick.Axis axis);

Parameters

size Size

axis Axis

Returns

System.Single

UI.ToVerticalPercent(Size) Method

Vertical shorthand for ToPercent(Size, Axis).

public float ToVerticalPercent(Interlude.Tick.Size size);

Parameters

size Size

Returns

System.Single

UI.ToVerticalPixels(Size) Method

Vertical shorthand for ToPixels(Size, Axis).

public float ToVerticalPixels(Interlude.Tick.Size size);

Parameters

size Size

Returns

System.Single

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.

public int UnscaledFontSize(int screenPx);

Parameters

screenPx System.Int32

Returns

System.Int32

UI.VerticalSlide(string, float, float, float, Rect) Method

Creates a vertical slide control.

public float VerticalSlide(string id, float value, float min, float max, ref Rect handle);

Parameters

id System.String

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.