Glue:Reference:Screens:CustomLoadStaticContent

Introduction CustomLoadStaticContent is a code that is part of the default generated code file for every Screen and Entity created by Glue. CustomLoadStaticContent is called once when a Screen is first instantiated, and once for every Entity type when it is instantiated in a Screen. This method is called per Entity if it hasn’t been[…]

Glue:Reference:Menu:Settings:Performance Settings

Introduction The Glue Performance Settings window controls how Glue generates the project and code to help you improve the performance of your project. Subsections Glue:Reference:Menu:Settings:Performance Settings:RecordInitializeSegments

Glue:Reference:Files:CSV:OrderedList

Introduction The OrderedList property is a List of values which correspond to the order of values in a dictionary CSV. A given CSV must have its CreatesDictionary property set to true for OrderedList to be generated. OrderedList is not dynamicThe OrderedList is a hardcoded list. It is not dynamic, meaning if you make any modifications[…]

Glue:Reference:Files:Project Specific Files

Introduction The “Project Specific Files” entry allows you to create files which are specific to a project. While most FlatRedBall types can load on all platforms, your project may need certain files to only be loaded on certain platforms. Reasons for this include: Certain platforms may not support certain file types. For example, at the[…]

Glue:Reference:Entities:IWindow:ClickNoSlide

Introduction The ClickNoSlide event is an event which is raised when the user presses and releases the mouse button or presses and releases on a touch screen without sliding. This method is useful for touch screen games which use sliding as a valid form of input. If a regular Click method is used instead of[…]

Glue:Reference:Why Use CSV

Introduction Glue provides very powerful integration with the CSV file format. The CSV file format is a simple text format which is compatible with all major spreadsheet programs (such as Excel, Open Office, and Google Drive). This article discusses why CSVs are so useful. CSV editing is easy CSV editing is very easy to do[…]

Glue:Reference:States:InterpolateToState vs InterpolateBetween

Introduction Glue automatically provides two methods for any Screen or Entity which includes multiple states: InterpolateToState and InterpolateBetween. Although both of these methods use similar concepts (interpolation using states) they have slightly different functionality. InterpolateToState is a function which requires only a single state argument and a time value. InterpolateToState is a function which continues[…]

Glue:Reference:Code:Files

Introduction Files which are added to Screens and Entities are (by default) loaded by generated code. Most files have an associated runtime type (such as PNG -> Texture2D or SCNX -> Scene) which can be used to access the information held in the file. Files create Static members Files are automatically added as static variables[…]

Glue:Reference:Menu:Settings:File Associations

Introduction The File Associations window allows you to customize the file associations for file types commonly used in Glue. All values initially start as <DEFAULT> meaning that those files will be opened with whatever the default for a given file is in Windows. Setting a specific file association in Glue will result in Glue using[…]

Glue:Reference:Screens:PauseAdjustedSecondsSince

Introduction The PauseAdjustedSecondsSince method returns the number of seconds that have passed since the argument time, not including time spent paused. This method is similar to the TimeManager.SecondSince method, however it does not include the amount of time that the current Screen has spent paused. This method is purely a convenience method – it does[…]