Create a new ScreenComponent.
The ComponentSystem that created this Component.
The Entity that this Component is attached to.
If true, then elements inside this screen will be not be rendered when outside of the screen (only valid when screenSpace is true).
The Entity that this Component is attached to.
The ComponentSystem used to create this Component.
Gets the enabled state of the component.
Sets the enabled state of the component.
Gets the priority.
Sets the priority. Priority determines the order in which Screen components in the same layer are rendered. Number must be an integer between 0 and 255. Priority is set into the top 8 bits of the drawOrder property in an element.
Gets the resolution that the ScreenComponent is designed for.
Sets the resolution that the ScreenComponent is designed for. This is only taken into account when screenSpace is true and scaleMode is SCALEMODE_BLEND. If the actual resolution is different then the ScreenComponent will be scaled according to the scaleBlend value.
Gets the width and height of the ScreenComponent.
Sets the width and height of the ScreenComponent. When screenSpace is true the resolution will always be equal to GraphicsDevice#width x GraphicsDevice#height.
Gets the scale blend.
Sets the scale blend. This is a value between 0 and 1 that is used when scaleMode is equal to SCALEMODE_BLEND. Scales the ScreenComponent with width as a reference (when value is 0), the height as a reference (when value is 1) or anything in between.
Gets the scale mode.
Sets the scale mode. Can either be SCALEMODE_NONE or SCALEMODE_BLEND. See the description of referenceResolution for more information.
Gets whether the ScreenComponent will render its child ElementComponents in screen space instead of world space.
Sets whether the ScreenComponent will render its child ElementComponents in screen space instead of world space. Enable this to create 2D user interfaces.
Fire an event, all additional arguments are passed on to the event listener.
Name of event to fire.
Optional
arg1: anyFirst argument that is passed to the event handler.
Optional
arg2: anySecond argument that is passed to the event handler.
Optional
arg3: anyThird argument that is passed to the event handler.
Optional
arg4: anyFourth argument that is passed to the event handler.
Optional
arg5: anyFifth argument that is passed to the event handler.
Optional
arg6: anySixth argument that is passed to the event handler.
Optional
arg7: anySeventh argument that is passed to the event handler.
Optional
arg8: anyEighth argument that is passed to the event handler.
Self for chaining.
Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
Optional
name: stringName of the event to unbind.
Optional
callback: HandleEventCallbackFunction to be unbound.
Optional
scope: objectScope that was used as the this when the event is fired.
Self for chaining.
const handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
Attach an event handler to an event.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: object = ...Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
Attach an event handler to an event. This handler will be removed after being fired once.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: object = ...Object to use as 'this' when the event is fired, defaults to current this.
Set the drawOrder of each child ElementComponent so that ElementComponents which are last in the hierarchy are rendered on top. Draw Order sync is queued and will be updated by the next update loop.
A ScreenComponent enables the Entity to render child ElementComponents using anchors and positions in the ScreenComponent's space.