GUI

GUI API documentation

material

hash gui material

The main material (the default material assigned to a GUI) used when rendering the gui. The type of the property is hash.

EXAMPLES

How to set material using a script property (see resource.material)

go.property("desaturate_material", resource.material("/desaturate.material"))

function init(self)
  go.set("#gui", "material", self.desaturate_material)
end


materials

hash gui materials

The materials used when rendering the gui. The type of the property is hash. Key must be specified in options table.

EXAMPLES

How to change a named material resource using a script property from a script

go.property("my_material", resource.material("/my_material.material"))

function init(self)
  -- this will update the "my_gui_material" entry in the GUI to use the material
  -- specified in the "my_material" script property.
  go.set("#gui", "materials", self.my_material, { key = "my_gui_material" })
end


textures

hash gui textures

The textures used in the gui. The type of the property is hash. Key must be specified in options table.

EXAMPLES

How to set texture using a script property (see resource.atlas)

go.property("cards_red", resource.atlas("/cards_red.atlas"))
go.property("cards_blue", resource.atlas("/cards_blue.atlas"))

function init(self)
  go.set("#gui", "textures", self.cards_red, {key = "cards"})
end


fonts

hash gui fonts

The fonts used in the gui. The type of the property is hash. Key must be specified in options table.

EXAMPLES

How to set font using a script property (see resource.font)

go.property("title_latin", resource.font("/open_sans.font"))
go.property("title_cyrillic", resource.font("/open_sans_cyrillic.font"))

function init(self)
  go.set("#gui", "fonts", self.title_cyrillic, {key = "title"})
end


gui.get_node(id)

gets the node with the specified id

Retrieves the node with the specified id.

PARAMETERS

id - id of the node to retrieve

RETURN

instance - a new node instance

EXAMPLES

Gets a node by id and change its color:

local node = gui.get_node("my_node")
local red = vmath.vector4(1.0, 0.0, 0.0, 1.0)
gui.set_color(node, red)


gui.get_id(node)

gets the id of the specified node

Retrieves the id of the specified node.

PARAMETERS

node - the node to retrieve the id from

RETURN

id - the id of the node

EXAMPLES

Gets the id of a node:

local node = gui.get_node("my_node")

local id = gui.get_id(node)
print(id) --> hash: [my_node]


gui.set_id(node, id)

sets the id of the specified node

Set the id of the specicied node to a new value. Nodes created with the gui.new_*_node() functions get an empty id. This function allows you to give dynamically created nodes an id. No checking is done on the uniqueness of supplied ids. It is up to you to make sure you use unique ids.

PARAMETERS

node - node to set the id for

id - id to set

EXAMPLES

Create a new node and set its id:

local pos = vmath.vector3(100, 100, 0)
local size = vmath.vector3(100, 100, 0)
local node = gui.new_box_node(pos, size)
gui.set_id(node, "my_new_node")


gui.get(node, property)

gets the named property of a specified gui node

Instead of using specific getters such as gui.get_position or gui.get_scale, you can use gui.get instead and supply the property as a string or a hash. While this function is similar to go.get, there are a few more restrictions when operating in the gui namespace. Most notably, only these propertie identifiers are supported:

The value returned will either be a vmath.vector4 or a single number, i.e getting the "position" property will return a vec4 while getting the "position.x" property will return a single value.

PARAMETERS

node - node to get the property for

property - the property to retrieve

EXAMPLES

Get properties on existing nodes:

local node = gui.get_node("my_box_node")
local node_position = gui.get(node, "position")


gui.set(node, property, value)

sets the named property of a specified gui node

Instead of using specific setteres such as gui.set_position or gui.set_scale, you can use gui.set instead and supply the property as a string or a hash. While this function is similar to go.get and go.set, there are a few more restrictions when operating in the gui namespace. Most notably, only these propertie identifiers are supported:

The value to set must either be a vmath.vector4, vmath.vector3, vmath.quat or a single number and depends on the property name you want to set. I.e when setting the "position" property, you need to use a vmath.vector4 and when setting a single component of the property, such as "position.x", you need to use a single value. Note: When setting the rotation using the "rotation" property, you need to pass in a vmath.quat. This behaviour is different than from the gui.set_rotation function, the intention is to move new functionality closer to go namespace so that migrating between gui and go is easier. To set the rotation using degrees instead, use the "euler" property instead. The rotation and euler properties are linked, changing one of them will change the backing data of the other.

PARAMETERS

node - node to set the property for

property - the property to set

value - the property to set

EXAMPLES

Updates the position property on an existing node:

local node = gui.get_node("my_box_node")
local node_position = gui.get(node, "position")
gui.set(node, "position.x", node_position.x + 128)
Updates the rotation property on an existing node:
local node = gui.get_node("my_box_node")
gui.set(node, "rotation", vmath.quat_rotation_z(math.rad(45)))
-- this is equivalent to:
gui.set(node, "euler.z", 45)
-- or using the entire vector:
gui.set(node, "euler", vmath.vector3(0,0,45))
-- or using the set_rotation
gui.set_rotation(node, vmath.vector3(0,0,45))


gui.get_index(node)

gets the index of the specified node

Retrieve the index of the specified node among its siblings. The index defines the order in which a node appear in a GUI scene. Higher index means the node is drawn on top of lower indexed nodes.

PARAMETERS

node - the node to retrieve the id from

RETURN

index - the index of the node

EXAMPLES

Compare the index order of two sibling nodes:

local node1 = gui.get_node("my_node_1")
local node2 = gui.get_node("my_node_2")

if gui.get_index(node1) < gui.get_index(node2) then
    -- node1 is drawn below node2
else
    -- node2 is drawn below node1
end


gui.delete_node(node)

deletes a node

Deletes the specified node. Any child nodes of the specified node will be recursively deleted.

PARAMETERS

node - node to delete

EXAMPLES

Delete a particular node and any child nodes it might have:

local node = gui.get_node("my_node")
gui.delete_node(node)


gui.PLAYBACK_ONCE_FORWARD

once forward

once forward


gui.PLAYBACK_ONCE_BACKWARD

once backward

once backward


gui.PLAYBACK_ONCE_PINGPONG

once forward and then backward

once forward and then backward


gui.PLAYBACK_LOOP_FORWARD

loop forward

loop forward


gui.PLAYBACK_LOOP_BACKWARD

loop backward

loop backward


gui.PLAYBACK_LOOP_PINGPONG

ping pong loop

ping pong loop


gui.EASING_LINEAR

linear interpolation

linear interpolation


gui.EASING_INQUAD

in-quadratic

in-quadratic


gui.EASING_OUTQUAD

out-quadratic

out-quadratic


gui.EASING_INOUTQUAD

in-out-quadratic

in-out-quadratic


gui.EASING_OUTINQUAD

out-in-quadratic

out-in-quadratic


gui.EASING_INCUBIC

in-cubic

in-cubic


gui.EASING_OUTCUBIC

out-cubic

out-cubic


gui.EASING_INOUTCUBIC

in-out-cubic

in-out-cubic


gui.EASING_OUTINCUBIC

out-in-cubic

out-in-cubic


gui.EASING_INQUART

in-quartic

in-quartic


gui.EASING_OUTQUART

out-quartic

out-quartic


gui.EASING_INOUTQUART

in-out-quartic

in-out-quartic


gui.EASING_OUTINQUART

out-in-quartic

out-in-quartic


gui.EASING_INQUINT

in-quintic

in-quintic


gui.EASING_OUTQUINT

out-quintic

out-quintic


gui.EASING_INOUTQUINT

in-out-quintic

in-out-quintic


gui.EASING_OUTINQUINT

out-in-quintic

out-in-quintic


gui.EASING_INSINE

in-sine

in-sine


gui.EASING_OUTSINE

out-sine

out-sine


gui.EASING_INOUTSINE

in-out-sine

in-out-sine


gui.EASING_OUTINSINE

out-in-sine

out-in-sine


gui.EASING_INEXPO

in-exponential

in-exponential


gui.EASING_OUTEXPO

out-exponential

out-exponential


gui.EASING_INOUTEXPO

in-out-exponential

in-out-exponential


gui.EASING_OUTINEXPO

out-in-exponential

out-in-exponential


gui.EASING_INCIRC

in-circlic

in-circlic


gui.EASING_OUTCIRC

out-circlic

out-circlic


gui.EASING_INOUTCIRC

in-out-circlic

in-out-circlic


gui.EASING_OUTINCIRC

out-in-circlic

out-in-circlic


gui.EASING_INELASTIC

in-elastic

in-elastic


gui.EASING_OUTELASTIC

out-elastic

out-elastic


gui.EASING_INOUTELASTIC

in-out-elastic

in-out-elastic


gui.EASING_OUTINELASTIC

out-in-elastic

out-in-elastic


gui.EASING_INBACK

in-back

in-back


gui.EASING_OUTBACK

out-back

out-back


gui.EASING_INOUTBACK

in-out-back

in-out-back


gui.EASING_OUTINBACK

out-in-back

out-in-back


gui.EASING_INBOUNCE

in-bounce

in-bounce


gui.EASING_OUTBOUNCE

out-bounce

out-bounce


gui.EASING_INOUTBOUNCE

in-out-bounce

in-out-bounce


gui.EASING_OUTINBOUNCE

out-in-bounce

out-in-bounce


gui.animate(node, property, to, easing, duration, [delay], [complete_function], [playback])

animates a node property

This starts an animation of a node property according to the specified parameters. If the node property is already being animated, that animation will be canceled and replaced by the new one. Note however that several different node properties can be animated simultaneously. Use gui.cancel_animation to stop the animation before it has completed. Composite properties of type vector3, vector4 or quaternion also expose their sub-components (x, y, z and w). You can address the components individually by suffixing the name with a dot '.' and the name of the component. For instance, "position.x" (the position x coordinate) or "color.w" (the color alpha value). If a complete_function (Lua function) is specified, that function will be called when the animation has completed. By starting a new animation in that function, several animations can be sequenced together. See the examples below for more information.

PARAMETERS

node - node to animate

property - property to animate

The following property constants are defined equaling the corresponding property string names.

to - target property value

easing - easing to use during animation. Either specify one of the gui.EASING_* constants or provide a vector with a custom curve. See the animation guide for more information.

duration - duration of the animation in seconds.

[delay] - delay before the animation starts in seconds.

[complete_function] - function to call when the animation has completed

[playback] - playback mode

EXAMPLES

How to start a simple color animation, where the node fades in to white during 0.5 seconds:

gui.set_color(node, vmath.vector4(0, 0, 0, 0)) -- node is fully transparent
gui.animate(node, gui.PROP_COLOR, vmath.vector4(1, 1, 1, 1), gui.EASING_INOUTQUAD, 0.5) -- start animation
How to start a sequenced animation where the node fades in to white during 0.5 seconds, stays visible for 2 seconds and then fades out:
local function on_animation_done(self, node)
    -- fade out node, but wait 2 seconds before the animation starts
    gui.animate(node, gui.PROP_COLOR, vmath.vector4(0, 0, 0, 0), gui.EASING_OUTQUAD, 0.5, 2.0)
end

function init(self)
    -- fetch the node we want to animate
    local my_node = gui.get_node("my_node")
    -- node is initially set to fully transparent
    gui.set_color(my_node, vmath.vector4(0, 0, 0, 0))
    -- animate the node immediately and call on_animation_done when the animation has completed
    gui.animate(my_node, gui.PROP_COLOR, vmath.vector4(1, 1, 1, 1), gui.EASING_INOUTQUAD, 0.5, 0.0, on_animation_done)
end
How to animate a node's y position using a crazy custom easing curve:
function init(self)
    local values = { 0, 0, 0, 0, 0, 0, 0, 0,
                     1, 1, 1, 1, 1, 1, 1, 1,
                     0, 0, 0, 0, 0, 0, 0, 0,
                     1, 1, 1, 1, 1, 1, 1, 1,
                     0, 0, 0, 0, 0, 0, 0, 0,
                     1, 1, 1, 1, 1, 1, 1, 1,
                     0, 0, 0, 0, 0, 0, 0, 0,
                     1, 1, 1, 1, 1, 1, 1, 1 }
    local vec = vmath.vector(values)
    local node = gui.get_node("box")
    gui.animate(node, "position.y", 100, vec, 4.0, 0, nil, gui.PLAYBACK_LOOP_PINGPONG)
end


gui.cancel_animation(node, property)

cancels an ongoing animation

If an animation of the specified node is currently running (started by gui.animate), it will immediately be canceled.

PARAMETERS

node - node that should have its animation canceled

property - property for which the animation should be canceled

EXAMPLES

Start an animation of the position property of a node, then cancel parts of the animation:

local node = gui.get_node("my_node")
-- animate to new position
local pos = vmath.vector3(100, 100, 0)
gui.animate(node, "position", pos, go.EASING_LINEAR, 2)
...
-- cancel animation of the x component.
gui.cancel_animation(node, "position.x")


gui.new_box_node(pos, size)

creates a new box node

Dynamically create a new box node.

PARAMETERS

pos - node position

size - node size

RETURN

node - new box node


gui.new_text_node(pos, text)

creates a new text node

Dynamically create a new text node.

PARAMETERS

pos - node position

text - node text

RETURN

node - new text node


gui.new_pie_node(pos, size)

creates a new pie node

Dynamically create a new pie node.

PARAMETERS

pos - node position

size - node size

RETURN

node - new pie node


gui.get_text(node)

gets the node text

Returns the text value of a text node. This is only useful for text nodes.

PARAMETERS

node - node from which to get the text

RETURN

text - text value


gui.set_text(node, text)

sets the node text

Set the text value of a text node. This is only useful for text nodes.

PARAMETERS

node - node to set text for

text - text to set


gui.get_line_break(node)

get line-break mode

Returns whether a text node is in line-break mode or not. This is only useful for text nodes.

PARAMETERS

node - node from which to get the line-break for

RETURN

line_break - true or false


gui.set_line_break(node, line_break)

set line-break mode

Sets the line-break mode on a text node. This is only useful for text nodes.

PARAMETERS

node - node to set line-break for

line_break - true or false


gui.get_blend_mode(node)

gets the node blend mode

Returns the blend mode of a node. Blend mode defines how the node will be blended with the background.

PARAMETERS

node - node from which to get the blend mode

RETURN

blend_mode - blend mode


gui.set_blend_mode(node, blend_mode)

sets node blend mode

Set the blend mode of a node. Blend mode defines how the node will be blended with the background.

PARAMETERS

node - node to set blend mode for

blend_mode - blend mode to set


gui.get_texture(node)

gets node texture

Returns the texture of a node. This is currently only useful for box or pie nodes. The texture must be mapped to the gui scene in the gui editor.

PARAMETERS

node - node to get texture from

RETURN

texture - texture id


gui.set_texture(node, texture)

sets the node texture

Set the texture on a box or pie node. The texture must be mapped to the gui scene in the gui editor. The function points out which texture the node should render from. If the texture is an atlas, further information is needed to select which image/animation in the atlas to render. In such cases, use gui.play_flipbook() in addition to this function.

PARAMETERS

node - node to set texture for

texture - texture id

EXAMPLES

To set a texture (or animation) from an atlas:

local node = gui.get_node("box_node")
gui.set_texture(node, "my_atlas")
gui.play_flipbook(node, "image")
Set a dynamically created texture to a node. Note that there is only one texture image in this case so gui.set_texture() is sufficient.
local w = 200
local h = 300
-- A nice orange. String with the RGB values.
local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)
-- Create the texture. Repeat the color string for each pixel.
if gui.new_texture("orange_tx", w, h, "rgb", string.rep(orange, w * h)) then
    local node = gui.get_node("box_node")
    gui.set_texture(node, "orange_tx")
end


gui.get_flipbook(node)

gets the node flipbook animation

Get node flipbook animation.

PARAMETERS

node - node to get flipbook animation from

RETURN

animation - animation id


gui.play_flipbook(node, animation, [complete_function], [play_properties])

play node flipbook animation

Play flipbook animation on a box or pie node. The current node texture must contain the animation. Use this function to set one-frame still images on the node.

PARAMETERS

node - node to set animation for

animation - animation id

[complete_function] - optional function to call when the animation has completed

self
object The current object.
node
node The node that is animated.

[play_properties] - optional table with properties

offset
number The normalized initial value of the animation cursor when the animation starts playing
playback_rate
number The rate with which the animation will be played. Must be positive

EXAMPLES

Set the texture of a node to a flipbook animation from an atlas:

local function anim_callback(self, node)
    -- Take action after animation has played.
end

function init(self)
    -- Create a new node and set the texture to a flipbook animation
    local node = gui.get_node("button_node")
    gui.set_texture(node, "gui_sprites")
    gui.play_flipbook(node, "animated_button")
end
Set the texture of a node to an image from an atlas:
-- Create a new node and set the texture to a "button.png" from atlas
local node = gui.get_node("button_node")
gui.set_texture(node, "gui_sprites")
gui.play_flipbook(node, "button")


gui.cancel_flipbook(node)

cancel a node flipbook animation

Cancels any running flipbook animation on the specified node.

PARAMETERS

node - node cancel flipbook animation for

EXAMPLES

local node = gui.get_node("anim_node")
gui.cancel_flipbook(node)


gui.new_texture(texture_id, width, height, type, buffer, flip)

create new texture

Dynamically create a new texture.

PARAMETERS

texture_id - texture id

width - texture width

height - texture height

type - texture type

buffer - texture data

flip - flip texture vertically

RETURN

success - texture creation was successful

code - one of the gui.RESULT_* codes if unsuccessful

EXAMPLES

How to create a texture and apply it to a new box node:

function init(self)
     local w = 200
     local h = 300

     -- A nice orange. String with the RGB values.
     local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)

     -- Create the texture. Repeat the color string for each pixel.
     local ok, reason = gui.new_texture("orange_tx", w, h, "rgb", string.rep(orange, w * h))
     if ok then
         -- Create a box node and apply the texture to it.
         local n = gui.new_box_node(vmath.vector3(200, 200, 0), vmath.vector3(w, h, 0))
         gui.set_texture(n, "orange_tx")
     else
         -- Could not create texture for some reason...
         if reason == gui.RESULT_TEXTURE_ALREADY_EXISTS then
             ...
         else
             ...
         end
     end
end


gui.delete_texture(texture)

delete texture

Delete a dynamically created texture.

PARAMETERS

texture - texture id

EXAMPLES

function init(self)
     -- Create a texture.
     if gui.new_texture("temp_tx", 10, 10, "rgb", string.rep('\0', 10 * 10 * 3)) then
         -- Do something with the texture.
         ...

         -- Delete the texture
         gui.delete_texture("temp_tx")
     end
end


gui.set_texture_data(texture, width, height, type, buffer, flip)

set the buffer data for a texture

Set the texture buffer data for a dynamically created texture.

PARAMETERS

texture - texture id

width - texture width

height - texture height

type - texture type

buffer - texture data

flip - flip texture vertically

RETURN

success - setting the data was successful

EXAMPLES

function init(self)
     local w = 200
     local h = 300

     -- Create a dynamic texture, all white.
     if gui.new_texture("dynamic_tx", w, h, "rgb", string.rep(string.char(0xff), w * h * 3)) then
         -- Create a box node and apply the texture to it.
         local n = gui.new_box_node(vmath.vector3(200, 200, 0), vmath.vector3(w, h, 0))
         gui.set_texture(n, "dynamic_tx")

         ...

         -- Change the data in the texture to a nice orange.
         local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)
         if gui.set_texture_data("dynamic_tx", w, h, "rgb", string.rep(orange, w * h)) then
             -- Go on and to more stuff
             ...
         end
     else
         -- Something went wrong
         ...
     end
end


gui.get_material(node)

gets the assigned node material

Returns the material of a node. The material must be mapped to the gui scene in the gui editor.

PARAMETERS

node - node to get the material for

EXAMPLES

Getting the material for a node, and assign it to another node:

local node1 = gui.get_node("my_node")
local node2 = gui.get_node("other_node")
local node1_material = gui.get_material(node1)
gui.set_material(node2, node1_material)


gui.set_material(node, material)

sets the node material

Set the material on a node. The material must be mapped to the gui scene in the gui editor, and assigning a material is supported for all node types. To set the default material that is assigned to the gui scene node, use gui.reset_material(node_id) instead.

PARAMETERS

node - node to set material for

material - material id

EXAMPLES

Assign an existing material to a node:

local node = gui.get_node("my_node")
gui.set_material(node, "my_material")


gui.reset_material(node)

resets the node material

Resets the node material to the material assigned in the gui scene.

PARAMETERS

node - node to reset the material for

EXAMPLES

Resetting the material for a node:

local node = gui.get_node("my_node")
gui.reset_material(node)


gui.get_font(node)

gets the node font

This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.

PARAMETERS

node - node from which to get the font

RETURN

font - font id


gui.get_font_resource(font_name)

gets the node font resource

This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.

PARAMETERS

font_name - font of which to get the path hash

RETURN

hash - path hash to resource

EXAMPLES

Get the text metrics for a text

function init(self)
  local node = gui.get_node("name")
  local font_name = gui.get_font(node)
  local font = gui.get_font_resource(font_name)
  local metrics = resource.get_text_metrics(font, "The quick brown fox\n jumps over the lazy dog")
end


gui.set_font(node, font)

sets the node font

This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.

PARAMETERS

node - node for which to set the font

font - font id


gui.get_layer(node)

gets the node layer

The layer must be mapped to the gui scene in the gui editor.

PARAMETERS

node - node from which to get the layer

RETURN

layer - layer id


gui.set_layer(node, layer)

sets the node layer

The layer must be mapped to the gui scene in the gui editor.

PARAMETERS

node - node for which to set the layer

layer - layer id


gui.get_layout()

gets the scene current layout

gets the scene current layout

RETURN

layout - layout id


gui.get_clipping_mode(node)

gets the node clipping mode

Clipping mode defines how the node will clip it's children nodes

PARAMETERS

node - node from which to get the clipping mode

RETURN

clipping_mode - clipping mode


gui.set_clipping_mode(node, clipping_mode)

sets node clipping mode state

Clipping mode defines how the node will clip it's children nodes

PARAMETERS

node - node to set clipping mode for

clipping_mode - clipping mode to set


gui.get_clipping_visible(node)

gets node clipping visibility state

If node is set as visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually.

PARAMETERS

node - node from which to get the clipping visibility state

RETURN

visible - true or false


gui.set_clipping_visible(node, visible)

sets node clipping visibility

If node is set as an visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually.

PARAMETERS

node - node to set clipping visibility for

visible - true or false


gui.get_clipping_inverted(node)

gets node clipping inverted state

If node is set as an inverted clipping node, it will clip anything inside as opposed to outside.

PARAMETERS

node - node from which to get the clipping inverted state

RETURN

inverted - true or false


gui.set_clipping_inverted(node, inverted)

sets node clipping inversion

If node is set as an inverted clipping node, it will clip anything inside as opposed to outside.

PARAMETERS

node - node to set clipping inverted state for

inverted - true or false


gui.get_xanchor(node)

gets the x-anchor of a node

The x-anchor specifies how the node is moved when the game is run in a different resolution.

PARAMETERS

node - node to get x-anchor from

RETURN

anchor - anchor constant


gui.set_xanchor(node, anchor)

sets the x-anchor of a node

The x-anchor specifies how the node is moved when the game is run in a different resolution.

PARAMETERS

node - node to set x-anchor for

anchor - anchor constant


gui.get_yanchor(node)

gets the y-anchor of a node

The y-anchor specifies how the node is moved when the game is run in a different resolution.

PARAMETERS

node - node to get y-anchor from

RETURN

anchor - anchor constant


gui.set_yanchor(node, anchor)

sets the y-anchor of a node

The y-anchor specifies how the node is moved when the game is run in a different resolution.

PARAMETERS

node - node to set y-anchor for

anchor - anchor constant


gui.get_pivot(node)

gets the pivot of a node

The pivot specifies how the node is drawn and rotated from its position.

PARAMETERS

node - node to get pivot from

RETURN

pivot - pivot constant


gui.set_pivot(node, pivot)

sets the pivot of a node

The pivot specifies how the node is drawn and rotated from its position.

PARAMETERS

node - node to set pivot for

pivot - pivot constant


gui.get_width()

gets the scene width

Returns the scene width.

RETURN

width - scene width


gui.get_height()

gets the scene height

Returns the scene height.

RETURN

height - scene height


gui.set_slice9(node, values)

set the slice9 configuration for the node

Set the slice9 configuration values for the node.

PARAMETERS

node - node to manipulate

values - new values


gui.get_slice9(node)

get the slice9 values for the node

Returns the slice9 configuration values for the node.

PARAMETERS

node - node to manipulate

RETURN

values - configuration values


gui.set_perimeter_vertices(node, vertices)

sets the number of generated vertices around the perimeter

Sets the number of generated vertices around the perimeter of a pie node.

PARAMETERS

node - pie node

vertices - vertex count


gui.get_perimeter_vertices(node)

gets the number of generated vertices around the perimeter

Returns the number of generated vertices around the perimeter of a pie node.

PARAMETERS

node - pie node

RETURN

vertices - vertex count


gui.set_fill_angle(node, angle)

sets the angle for the filled pie sector

Set the sector angle of a pie node.

PARAMETERS

node - node to set the fill angle for

angle - sector angle


gui.get_fill_angle(node)

gets the angle for the filled pie sector

Returns the sector angle of a pie node.

PARAMETERS

node - node from which to get the fill angle

RETURN

angle - sector angle


gui.set_inner_radius(node, radius)

sets the pie inner radius

Sets the inner radius of a pie node. The radius is defined along the x-axis.

PARAMETERS

node - node to set the inner radius for

radius - inner radius


gui.get_inner_radius(node)

gets the pie inner radius

Returns the inner radius of a pie node. The radius is defined along the x-axis.

PARAMETERS

node - node from where to get the inner radius

RETURN

radius - inner radius


gui.set_outer_bounds(node, bounds_mode)

sets the pie node outer bounds mode

Sets the outer bounds mode for a pie node.

PARAMETERS

node - node for which to set the outer bounds mode

bounds_mode - the outer bounds mode of the pie node:


gui.get_outer_bounds(node)

gets the pie outer bounds mode

Returns the outer bounds mode for a pie node.

PARAMETERS

node - node from where to get the outer bounds mode

RETURN

bounds_mode - the outer bounds mode of the pie node:


gui.set_leading(node, leading)

sets the leading of the text node

Sets the leading value for a text node. This value is used to scale the line spacing of text.

PARAMETERS

node - node for which to set the leading

leading - a scaling value for the line spacing (default=1)


gui.get_leading(node)

gets the leading of the text node

Returns the leading value for a text node.

PARAMETERS

node - node from where to get the leading

RETURN

leading - leading scaling value (default=1)


gui.set_tracking(node, tracking)

sets the tracking of the text node

Sets the tracking value of a text node. This value is used to adjust the vertical spacing of characters in the text.

PARAMETERS

node - node for which to set the tracking

tracking - a scaling number for the letter spacing (default=0)


gui.get_tracking(node)

gets the tracking of the text node

Returns the tracking value of a text node.

PARAMETERS

node - node from where to get the tracking

RETURN

tracking - tracking scaling number (default=0)


gui.pick_node(node, x, y)

determines if the node is pickable by the supplied coordinates

Tests whether a coordinate is within the bounding box of a node.

PARAMETERS

node - node to be tested for picking

x - x-coordinate (see on_input )

y - y-coordinate (see on_input )

RETURN

pickable - pick result


gui.is_enabled(node, recursive)

returns if a node is enabled or not

Returns true if a node is enabled and false if it's not. Disabled nodes are not rendered and animations acting on them are not evaluated.

PARAMETERS

node - node to query

recursive - check hierarchy recursively

RETURN

enabled - whether the node is enabled or not


gui.set_enabled(node, enabled)

enables/disables a node

Sets a node to the disabled or enabled state. Disabled nodes are not rendered and animations acting on them are not evaluated.

PARAMETERS

node - node to be enabled/disabled

enabled - whether the node should be enabled or not


gui.get_visible(node)

returns if a node is visible or not

Returns true if a node is visible and false if it's not. Invisible nodes are not rendered.

PARAMETERS

node - node to query

RETURN

visible - whether the node is visible or not


gui.set_visible(node, visible)

set visibility for a node

Set if a node should be visible or not. Only visible nodes are rendered.

PARAMETERS

node - node to be visible or not

visible - whether the node should be visible or not


gui.get_adjust_mode(node)

gets the node adjust mode

Returns the adjust mode of a node. The adjust mode defines how the node will adjust itself to screen resolutions that differs from the one in the project settings.

PARAMETERS

node - node from which to get the adjust mode (node)

RETURN

adjust_mode - the current adjust mode


gui.set_adjust_mode(node, adjust_mode)

sets node adjust mode

Sets the adjust mode on a node. The adjust mode defines how the node will adjust itself to screen resolutions that differs from the one in the project settings.

PARAMETERS

node - node to set adjust mode for

adjust_mode - adjust mode to set


gui.get_size_mode(node)

gets the node size mode

Returns the size of a node. The size mode defines how the node will adjust itself in size. Automatic size mode alters the node size based on the node's content. Automatic size mode works for Box nodes and Pie nodes which will both adjust their size to match the assigned image. Particle fx and Text nodes will ignore any size mode setting.

PARAMETERS

node - node from which to get the size mode (node)

RETURN

size_mode - the current size mode


gui.set_size_mode(node, size_mode)

sets node size mode

Sets the size mode of a node. The size mode defines how the node will adjust itself in size. Automatic size mode alters the node size based on the node's content. Automatic size mode works for Box nodes and Pie nodes which will both adjust their size to match the assigned image. Particle fx and Text nodes will ignore any size mode setting.

PARAMETERS

node - node to set size mode for

size_mode - size mode to set


gui.move_above(node, reference)

moves the first node above the second

Alters the ordering of the two supplied nodes by moving the first node above the second. If the second argument is nil the first node is moved to the top.

PARAMETERS

node - to move

reference - reference node above which the first node should be moved


gui.move_below(node, reference)

moves the first node below the second

Alters the ordering of the two supplied nodes by moving the first node below the second. If the second argument is nil the first node is moved to the bottom.

PARAMETERS

node - to move

reference - reference node below which the first node should be moved


gui.get_parent(node)

gets the parent of the specified node

Returns the parent node of the specified node. If the supplied node does not have a parent, nil is returned.

PARAMETERS

node - the node from which to retrieve its parent

RETURN

parent - parent instance or nil


gui.set_parent(node, parent, keep_scene_transform)

sets the parent of the node

Sets the parent node of the specified node.

PARAMETERS

node - node for which to set its parent

parent - parent node to set

keep_scene_transform - optional flag to make the scene position being perserved


gui.clone(node)

clone a node

Make a clone instance of a node. The cloned node will be identical to the original node, except the id which is generated as the string "node" plus a sequential unsigned integer value. This function does not clone the supplied node's children nodes. Use gui.clone_tree for that purpose.

PARAMETERS

node - node to clone

RETURN

clone - the cloned node


gui.clone_tree(node)

clone a node including its children

Make a clone instance of a node and all its children. Use gui.clone to clone a node excluding its children.

PARAMETERS

node - root node to clone

RETURN

clones - a table mapping node ids to the corresponding cloned nodes


gui.get_tree(node)

get a node including its children

Get a node and all its children as a Lua table.

PARAMETERS

node - root node to get node tree from

RETURN

clones - a table mapping node ids to the corresponding nodes


gui.reset_nodes()

resets all nodes to initial state

Resets all nodes in the current GUI scene to their initial state. The reset only applies to static node loaded from the scene. Nodes that are created dynamically from script are not affected.


gui.set_render_order(order)

sets the render ordering for the current GUI scene

Set the order number for the current GUI scene. The number dictates the sorting of the "gui" render predicate, in other words in which order the scene will be rendered in relation to other currently rendered GUI scenes. The number must be in the range 0 to 15.

PARAMETERS

order - rendering order (0-15)


gui.KEYBOARD_TYPE_DEFAULT

default keyboard

default keyboard


gui.KEYBOARD_TYPE_NUMBER_PAD

number input keyboard

number input keyboard


gui.KEYBOARD_TYPE_EMAIL

email keyboard

email keyboard


gui.KEYBOARD_TYPE_PASSWORD

password keyboard

password keyboard


gui.show_keyboard(type, autoclose)

shows the on-display keyboard if available

Shows the on-display touch keyboard. The specified type of keyboard is displayed if it is available on the device. This function is only available on iOS and Android. .

PARAMETERS

type - keyboard type

autoclose - if the keyboard should automatically close when clicking outside


gui.hide_keyboard()

hides on-display keyboard if available

Hides the on-display touch keyboard on the device.


gui.reset_keyboard()

resets on-display keyboard if available

Resets the input context of keyboard. This will clear marked text.


gui.get_position(node)

gets the node position

Returns the position of the supplied node.

PARAMETERS

node - node to get the position from

RETURN

position - node position


gui.set_position(node, position)

sets the node position

Sets the position of the supplied node.

PARAMETERS

node - node to set the position for

position - new position


gui.get_rotation(node)

gets the node rotation

Returns the rotation of the supplied node. The rotation is expressed as a quaternion

PARAMETERS

node - node to get the rotation from

RETURN

rotation - node rotation


gui.set_rotation(node, rotation)

sets the node rotation

Sets the rotation of the supplied node. The rotation is expressed as a quaternion

PARAMETERS

node - node to set the rotation for

rotation - new rotation


gui.get_euler(node)

gets the node rotation

Returns the rotation of the supplied node. The rotation is expressed in degree Euler angles.

PARAMETERS

node - node to get the rotation from

RETURN

rotation - node rotation


gui.set_euler(node, rotation)

sets the node rotation

Sets the rotation of the supplied node. The rotation is expressed in degree Euler angles.

PARAMETERS

node - node to set the rotation for

rotation - new rotation


gui.get_scale(node)

gets the node scale

Returns the scale of the supplied node.

PARAMETERS

node - node to get the scale from

RETURN

scale - node scale


gui.set_scale(node, scale)

sets the node scale

Sets the scaling of the supplied node.

PARAMETERS

node - node to set the scale for

scale - new scale


gui.get_color(node)

gets the node color

Returns the color of the supplied node. The components of the returned vector4 contains the color channel values:
Component Color value
x Red value
y Green value
z Blue value
w Alpha value

PARAMETERS

node - node to get the color from

RETURN

color - node color


gui.set_color(node, color)

sets the node color

Sets the color of the supplied node. The components of the supplied vector3 or vector4 should contain the color channel values:
Component Color value
x Red value
y Green value
z Blue value
w vector4 Alpha value

PARAMETERS

node - node to set the color for

color - new color


gui.get_outline(node)

gets the node outline color

Returns the outline color of the supplied node. See gui.get_color for info how vectors encode color values.

PARAMETERS

node - node to get the outline color from

RETURN

color - outline color


gui.set_outline(node, color)

sets the node outline color

Sets the outline color of the supplied node. See gui.set_color for info how vectors encode color values.

PARAMETERS

node - node to set the outline color for

color - new outline color


gui.get_shadow(node)

gets the node shadow color

Returns the shadow color of the supplied node. See gui.get_color for info how vectors encode color values.

PARAMETERS

node - node to get the shadow color from

RETURN

color - node shadow color


gui.set_shadow(node, color)

sets the node shadow color

Sets the shadow color of the supplied node. See gui.set_color for info how vectors encode color values.

PARAMETERS

node - node to set the shadow color for

color - new shadow color


gui.set_size(node, size)

sets the node size

Sets the size of the supplied node. You can only set size on nodes with size mode set to SIZE_MODE_MANUAL

PARAMETERS

node - node to set the size for

size - new size


gui.get_size(node)

gets the node size

Returns the size of the supplied node.

PARAMETERS

node - node to get the size from

RETURN

size - node size


gui.get_screen_position(node)

gets the node screen position

Returns the screen position of the supplied node. This function returns the calculated transformed position of the node, taking into account any parent node transforms.

PARAMETERS

node - node to get the screen position from

RETURN

position - node screen position


gui.set_screen_position(node, screen_position)

sets screen position to the node

Set the screen position to the supplied node

PARAMETERS

node - node to set the screen position to

screen_position - screen position


gui.screen_to_local(node, screen_position)

convert screen position to the local node position

Convert the screen position to the local position of supplied node

PARAMETERS

node - node used for getting local transformation matrix

screen_position - screen position

RETURN

local_position - local position


gui.get_flipbook_cursor(node)

gets the normalized cursor of the animation on a node with flipbook animation

This is only useful nodes with flipbook animations. Gets the normalized cursor of the flipbook animation on a node.

PARAMETERS

node - node to get the cursor for (node)

RETURN

cursor - cursor value


gui.set_flipbook_cursor(node, cursor)

sets the normalized cursor of the animation on a node with flipbook animation

This is only useful nodes with flipbook animations. The cursor is normalized.

PARAMETERS

node - node to set the cursor for

cursor - cursor value


gui.get_flipbook_playback_rate(node)

gets the playback rate of the flipbook animation on a node

This is only useful nodes with flipbook animations. Gets the playback rate of the flipbook animation on a node.

PARAMETERS

node - node to set the cursor for

RETURN

rate - playback rate


gui.set_flipbook_playback_rate(node, playback_rate)

sets the playback rate of the flipbook animation on a node

This is only useful nodes with flipbook animations. Sets the playback rate of the flipbook animation on a node. Must be positive.

PARAMETERS

node - node to set the cursor for

playback_rate - playback rate


gui.new_particlefx_node(pos, particlefx)

creates a new particle fx node

Dynamically create a particle fx node.

PARAMETERS

pos - node position

particlefx - particle fx resource name

RETURN

node - new particle fx node


gui.play_particlefx(node, [emitter_state_function])

Plays a particle fx

Plays the paricle fx for a gui node

PARAMETERS

node - node to play particle fx for

[emitter_state_function] - optional callback function that will be called when an emitter attached to this particlefx changes state.

self
object The current object
node
hash The particle fx node, or nil if the node was deleted
emitter
hash The id of the emitter
state
constant the new state of the emitter:

EXAMPLES

How to play a particle fx when a gui node is created. The callback receives the gui node, the hash of the id of the emitter, and the new state of the emitter as particlefx.EMITTER_STATE_.

local function emitter_state_change(self, node, emitter, state)
  if emitter == hash("exhaust") and state == particlefx.EMITTER_STATE_POSTSPAWN then
    -- exhaust is done spawning particles...
  end
end

function init(self)
    gui.play_particlefx(gui.get_node("particlefx"), emitter_state_change)
end


gui.stop_particlefx(node, options)

Stops a particle fx

Stops the particle fx for a gui node

PARAMETERS

node - node to stop particle fx for

options - options when stopping the particle fx. Supported options:


gui.set_particlefx(node, particlefx)

Sets a particle fx

Set the paricle fx for a gui node

PARAMETERS

node - node to set particle fx for

particlefx - particle fx id


gui.get_particlefx(node)

Gets a particle fx

Get the paricle fx for a gui node

PARAMETERS

node - node to get particle fx for

RETURN

particlefx - particle fx id


gui.get_inherit_alpha(node)

gets the node inherit alpha state

gets the node inherit alpha state

PARAMETERS

node - node from which to get the inherit alpha state


gui.set_inherit_alpha(node, inherit_alpha)

sets the node inherit alpha state

sets the node inherit alpha state

PARAMETERS

node - node from which to set the inherit alpha state

inherit_alpha - true or false


gui.get_alpha(node)

gets the node alpha

gets the node alpha

PARAMETERS

node - node from which to get alpha


gui.set_alpha(node, alpha)

sets the node alpha

sets the node alpha

PARAMETERS

node - node for which to set alpha

alpha - 0..1 alpha color


gui.PROP_POSITION

position property

position property


gui.PROP_ROTATION

rotation property

rotation property


gui.PROP_EULER

euler property

euler property


gui.PROP_SCALE

scale property

scale property


gui.PROP_COLOR

color property

color property


gui.PROP_OUTLINE

outline color property

outline color property


gui.PROP_SHADOW

shadow color property

shadow color property


gui.PROP_SIZE

size property

size property


gui.PROP_FILL_ANGLE

fill_angle property

fill_angle property


gui.PROP_INNER_RADIUS

inner_radius property

inner_radius property


gui.PROP_SLICE9

slice9 property

slice9 property


gui.BLEND_ALPHA

alpha blending

alpha blending


gui.BLEND_ADD

additive blending

additive blending


gui.BLEND_ADD_ALPHA

additive alpha blending

additive alpha blending


gui.BLEND_MULT

multiply blending

multiply blending


gui.BLEND_SCREEN

screen blending

screen blending


gui.CLIPPING_MODE_NONE

clipping mode none

clipping mode none


gui.CLIPPING_MODE_STENCIL

clipping mode stencil

clipping mode stencil


gui.ANCHOR_LEFT

left x-anchor

left x-anchor


gui.ANCHOR_RIGHT

right x-anchor

right x-anchor


gui.ANCHOR_TOP

top y-anchor

top y-anchor


gui.ANCHOR_BOTTOM

bottom y-anchor

bottom y-anchor


gui.ANCHOR_NONE

no anchor

no anchor


gui.PIVOT_CENTER

center pivot

center pivot


gui.PIVOT_N

north pivot

north pivot


gui.PIVOT_NE

north-east pivot

north-east pivot


gui.PIVOT_E

east pivot

east pivot


gui.PIVOT_SE

south-east pivot

south-east pivot


gui.PIVOT_S

south pivot

south pivot


gui.PIVOT_SW

south-west pivot

south-west pivot


gui.PIVOT_W

west pivot

west pivot


gui.PIVOT_NW

north-west pivot

north-west pivot


gui.ADJUST_FIT

fit adjust mode

Adjust mode is used when the screen resolution differs from the project settings. The fit mode ensures that the entire node is visible in the adjusted gui scene.


gui.ADJUST_ZOOM

zoom adjust mode

Adjust mode is used when the screen resolution differs from the project settings. The zoom mode ensures that the node fills its entire area and might make the node exceed it.


gui.ADJUST_STRETCH

stretch adjust mode

Adjust mode is used when the screen resolution differs from the project settings. The stretch mode ensures that the node is displayed as is in the adjusted gui scene, which might scale it non-uniformally.


gui.PIEBOUNDS_ELLIPSE

elliptical pie node bounds

elliptical pie node bounds


gui.PIEBOUNDS_RECTANGLE

rectangular pie node bounds

rectangular pie node bounds


gui.SIZE_MODE_MANUAL

manual size mode

The size of the node is determined by the size set in the editor, the constructor or by gui.set_size()


gui.SIZE_MODE_AUTO

automatic size mode

The size of the node is determined by the currently assigned texture.


gui.RESULT_TEXTURE_ALREADY_EXISTS

texture already exists

The texture id already exists when trying to use gui.new_texture().


gui.RESULT_OUT_OF_RESOURCES

out of resource

The system is out of resources, for instance when trying to create a new texture using gui.new_texture().


gui.RESULT_DATA_ERROR

data error

The provided data is not in the expected format or is in some other way incorrect, for instance the image data provided to gui.new_texture().


init(self)

called when a gui component is initialized

This is a callback-function, which is called by the engine when a gui component is initialized. It can be used to set the initial state of the script and gui scene.

PARAMETERS

self - reference to the script state to be used for storing data

EXAMPLES

function init(self)
    -- set up useful data
    self.my_value = 1
end


final(self)

called when a gui component is finalized

This is a callback-function, which is called by the engine when a gui component is finalized (destroyed). It can be used to e.g. take some last action, report the finalization to other game object instances or release user input focus (see release_input_focus). There is no use in starting any animations or similar from this function since the gui component is about to be destroyed.

PARAMETERS

self - reference to the script state to be used for storing data

EXAMPLES

function final(self)
    -- report finalization
    msg.post("my_friend_instance", "im_dead", {my_stats = self.some_value})
end


update(self, dt)

called every frame to update the gui component

This is a callback-function, which is called by the engine every frame to update the state of a gui component. It can be used to perform any kind of gui related tasks, e.g. animating nodes.

PARAMETERS

self - reference to the script state to be used for storing data

dt - the time-step of the frame update

EXAMPLES

This example demonstrates how to update a text node that displays game score in a counting fashion. It is assumed that the gui component receives messages from the game when a new score is to be shown.

function init(self)
    -- fetch the score text node for later use (assumes it is called "score")
    self.score_node = gui.get_node("score")
    -- keep track of the current score counted up so far
    self.current_score = 0
    -- keep track of the target score we should count up to
    self.target_score = 0
    -- how fast we will update the score, in score/second
    self.score_update_speed = 1
end

function update(self, dt)
    -- check if target score is more than current score
    if self.current_score < self.target_score
        -- increment current score according to the speed
        self.current_score = self.current_score + dt * self.score_update_speed
        -- check if we went past the target score, clamp current score in that case
        if self.current_score > self.target_score then
            self.current_score = self.target_score
        end
        -- update the score text node
        gui.set_text(self.score_node, "" .. math.floor(self.current_score))
    end
end

function on_message(self, message_id, message, sender)
    -- check the message
    if message_id == hash("set_score") then
        self.target_score = message.score
    end
end


on_message(self, message_id, message)

called when a message has been sent to the gui component

This is a callback-function, which is called by the engine whenever a message has been sent to the gui component. It can be used to take action on the message, e.g. update the gui or send a response back to the sender of the message. The message parameter is a table containing the message data. If the message is sent from the engine, the documentation of the message specifies which data is supplied. See the update function for examples on how to use this callback-function.

PARAMETERS

self - reference to the script state to be used for storing data

message_id - id of the received message

message - a table containing the message data


on_input(self, action_id, action)

called when user input is received

This is a callback-function, which is called by the engine when user input is sent to the instance of the gui component. It can be used to take action on the input, e.g. modify the gui according to the input. For an instance to obtain user input, it must first acquire input focus through the message acquire_input_focus. Any instance that has obtained input will be put on top of an input stack. Input is sent to all listeners on the stack until the end of stack is reached, or a listener returns true to signal that it wants input to be consumed. See the documentation of acquire_input_focus for more information. The action parameter is a table containing data about the input mapped to the action_id. For mapped actions it specifies the value of the input and if it was just pressed or released. Actions are mapped to input in an input_binding-file. Mouse movement is specifically handled and uses nil as its action_id. The action only contains positional parameters in this case, such as x and y of the pointer. Here is a brief description of the available table fields:
Field Description
value The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement.
pressed If the input was pressed this frame. This is not present for mouse movement.
released If the input was released this frame. This is not present for mouse movement.
repeated If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement.
x The x value of a pointer device, if present.
y The y value of a pointer device, if present.
screen_x The screen space x value of a pointer device, if present.
screen_y The screen space y value of a pointer device, if present.
dx The change in x value of a pointer device, if present.
dy The change in y value of a pointer device, if present.
screen_dx The change in screen space x value of a pointer device, if present.
screen_dy The change in screen space y value of a pointer device, if present.
gamepad The index of the gamepad device that provided the input.
touch List of touch input, one element per finger, if present. See table below about touch input
Touch input table:
Field Description
id A number identifying the touch input during its duration.
pressed True if the finger was pressed this frame.
released True if the finger was released this frame.
tap_count Number of taps, one for single, two for double-tap, etc
x The x touch location.
y The y touch location.
dx The change in x value.
dy The change in y value.
acc_x Accelerometer x value (if present).
acc_y Accelerometer y value (if present).
acc_z Accelerometer z value (if present).

PARAMETERS

self - reference to the script state to be used for storing data

action_id - id of the received input action, as mapped in the input_binding-file

action - a table containing the input data, see above for a description

RETURN

consume - optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false

EXAMPLES

function on_input(self, action_id, action)
    -- check for input
    if action_id == hash("my_action") then
        -- take appropritate action
        self.my_value = action.value
    end
    -- consume input
    return true
end


on_reload(self)

called when the gui script is reloaded

This is a callback-function, which is called by the engine when the gui script is reloaded, e.g. from the editor. It can be used for live development, e.g. to tweak constants or set up the state properly for the script.

PARAMETERS

self - reference to the script state to be used for storing data

EXAMPLES

function on_reload(self)
    -- restore some color (or similar)
    gui.set_color(gui.get_node("my_node"), self.my_original_color)
end


layout_changed

reports a layout change

This message is broadcast to every GUI component when a layout change has been initiated on device.

PARAMETERS

id - the id of the layout the engine is changing to

previous_id - the id of the layout the engine is changing from

EXAMPLES

function on_message(self, message_id, message, sender)
   if message_id == hash("layout_changed") and message.id == hash("Landscape") then
       -- switching layout to "Landscape"...
       ...
   end
end