Glue:Reference:Events

Introduction Events in Glue provide the ability to define custom logic which can get executed in response to certain actions in your game. For example, events can be used to navigate from one Screen to another when the user clicks on a button. If you are familiar with C#, then you are likely familiar with[…]

WorldYAt

Introduction The WorldXAt and WorldYAt methods are useful for finding the absolute world position of the Cursor at a given Z value. These methods should generally be used only when dealing with an unrotated Camera. For more information on limitations see below. If you are dealing with a 2D Camera (the default) then you can[…]

FlatRedBall.Gui.GuiManager.BringsClickedWindowsToFront

Introduction The BringsClickedWindowsToFront property controls whether the GuiManager brings any clicked Window to the front of its internal list. The internal GuiManager list does not control rendering, just the order that clicks are tested. Windows at the front of the list are prioritized regarding Cursor input. This is desired behavior if the GuiManager controls the[…]

Implements IWindow

Introduction IWindow serves as an interface for creating button-like Entities in Glue. Using the IWindow enables you to do the following: Respond to clicks (release of mouse-button or touch screen) Respond to pushes (initial press of a mouse-button or touch screen) Respond to dragging Prevent click-throughs on overlapping IWindows For initial information on how to[…]

WorldXAt

Introduction The WorldXAt and WorldYAt methods are useful for finding the position of the Cursor at a given Z value. These methods should generally be used only when dealing with an unrotated Camera. For more information on limitations see below. If you are dealing with a 2D Camera (the default) then you can use a[…]

FlatRedBall.Gui.GuiManager

Introduction The GuiManager is a static object responsible for common UI element management as well as some UI creation. There are two categories of UI elements: Default FlatRedBall GUI objects which are usually used for debugging and tools (these are used in all FRB graphical tools like the SpriteEditor, PolygonEditor, etc) Glue Entities inheriting from[…]