RootPanelclass
A root panel. Serves as a container for other panels, handles things such as rendering.
Constructors1
Showing 1 constructors
public RootPanel()
A root in the game's UI. This is the one addon code wants.
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Methods7
Showing 7 methods
public virtual void Delete(bool immediate = True)
| Parameter | Type | Description |
|---|---|---|
| immediate = True | bool | — |
void—public virtual void OnButtonTyped(Sandbox.UI.ButtonEvent e)
Tab and Shift+Tab that nothing below us handled move focus through the tree.
| Parameter | Type | Description |
|---|---|---|
| e | ButtonEvent | — |
void—public virtual void OnDeleted()
void—public virtual void OnLayout(Sandbox.Rect layoutRect)
| Parameter | Type | Description |
|---|---|---|
| layoutRect | Rect | — |
void—public void RenderManual(float opacity = 1)
Execute the command list prepared during the latest UI update in the current render block. `Sandbox.UI.RootPanel.RenderedManually` must be set to true.
| Parameter | Type | Description |
|---|---|---|
| opacity = 1 | float | Opacity multiplier for this execution. |
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Properties7
Showing 7 properties
public bool Sandbox.UI.RootPanel.IsHighQualityVR { get; set; }
If this panel should be rendered with ~4K resolution.
bool—public bool Sandbox.UI.RootPanel.IsVR { get; set; }
If this panel belongs to a VR overlay
bool—public virtual bool Sandbox.UI.RootPanel.IsWorldPanel { get; set; }
True if this is a world panel, so should be skipped when determining cursor visibility etc
bool—public Sandbox.Rect Sandbox.UI.RootPanel.PanelBounds { get; set; }
Bounds of the panel, i.e. its size and position on the screen.
public bool Sandbox.UI.RootPanel.RenderedManually { get; set; }
If set to true this panel won't be rendered to the screen like a normal panel. Its command list is still prepared during the UI update for rendering elsewhere.
bool—public float Sandbox.UI.RootPanel.Scale { get; set; }
The scale of this panel and its children.
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