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Sandbox.ModAPI.Ingame.IMyTextSurface
Morten Aune Lyrstad edited this page Apr 16, 2022
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29 revisions
← Index ← Namespace Index
public interface IMyTextSurfaceDescribes one of block LCDs where you can write text or draw things (PB scripting interface)
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Inheritors:
| Member | Description |
|---|---|
| \%1TextAlignment Alignment { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.Alignment) | How should the text be aligned |
| \%1byte BackgroundAlpha { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.BackgroundAlpha) | Value for offscreen texture alpha channel - for PBR material it is metalness (should be 0) - for transparent texture it is opacity |
| \%1Color BackgroundColor { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.BackgroundColor) | Gets or sets background color |
| \%1float ChangeInterval { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.ChangeInterval) | Gets or sets the change interval for selected textures |
| \%1ContentType ContentType { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.ContentType) | Type of content to be displayed on the screen. |
| \%1string CurrentlyShownImage { get; }](Sandbox.ModAPI.Ingame.IMyTextSurface.CurrentlyShownImage) | Gets image that is currently shown on the screen. Returns NULL if there are no images selected OR the screen is in text mode. |
| \%1string DisplayName { get; }](Sandbox.ModAPI.Ingame.IMyTextSurface.DisplayName) | Get localized name of this surface. |
| \%1string Font { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.Font) | Gets or sets the font |
| \%1Color FontColor { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.FontColor) | Gets or sets font color |
| \%1float FontSize { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.FontSize) | Gets or sets font size |
| \%1string Name { get; }](Sandbox.ModAPI.Ingame.IMyTextSurface.Name) | Gets identifier name of this surface. |
| \%1bool PreserveAspectRatio { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.PreserveAspectRatio) | Gets or sets preserve aspect ratio of images. |
| \%1string Script { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.Script) | Currently running script |
| \%1Color ScriptBackgroundColor { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.ScriptBackgroundColor) | Gets or sets background color used for scripts. |
| \%1Color ScriptForegroundColor { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.ScriptForegroundColor) | Gets or sets foreground color used for scripts. |
| \%1Vector2 SurfaceSize { get; }](Sandbox.ModAPI.Ingame.IMyTextSurface.SurfaceSize) | Gets size of the drawing surface. |
| \%1float TextPadding { get; set; }](Sandbox.ModAPI.Ingame.IMyTextSurface.TextPadding) | Gets or sets text padding from all sides of the panel. |
| \%1Vector2 TextureSize { get; }](Sandbox.ModAPI.Ingame.IMyTextSurface.TextureSize) | Gets size of the texture the drawing surface is rendered to. |
| Member | Description |
|---|---|
| \%1void AddImagesToSelection(List\%1string>, \%1bool])](Sandbox.ModAPI.Ingame.IMyTextSurface.AddImagesToSelection) | Adds image to list of shown images. You can get image ids by GetSelectedImages(List) |
| \%1void AddImageToSelection(string, \%1bool])](Sandbox.ModAPI.Ingame.IMyTextSurface.AddImageToSelection) | Adds image to list of shown images. You can get image ids by GetSelectedImages(List) |
| \%1void ClearImagesFromSelection()](Sandbox.ModAPI.Ingame.IMyTextSurface.ClearImagesFromSelection) | Removes images from shown images. |
| \%1MySpriteDrawFrame DrawFrame()](Sandbox.ModAPI.Ingame.IMyTextSurface.DrawFrame) | Creates a new draw frame where you can add sprites to be rendered. |
| \%1void GetFonts(List\%1string>)](Sandbox.ModAPI.Ingame.IMyTextSurface.GetFonts) | Gets a list of available fonts |
| \%1void GetScripts(List\%1string>)](Sandbox.ModAPI.Ingame.IMyTextSurface.GetScripts) | Gets a list of available scripts |
| \%1void GetSelectedImages(List\%1string>)](Sandbox.ModAPI.Ingame.IMyTextSurface.GetSelectedImages) | Outputs the selected image ids to the specified list. NOTE: List is not cleared internally. |
| \%1void GetSprites(List\%1string>)](Sandbox.ModAPI.Ingame.IMyTextSurface.GetSprites) | Gets a list of available sprites |
| \%1string GetText()](Sandbox.ModAPI.Ingame.IMyTextSurface.GetText) | Gets current text that is written on surface. Allocates memory (StringBuilder.ToString())! This method doesn't allocate memory ReadText(StringBuilder, [bool]) |
| \%1Vector2 MeasureStringInPixels(StringBuilder, string, float)](Sandbox.ModAPI.Ingame.IMyTextSurface.MeasureStringInPixels) | Calculates how many pixels a string of a given font and scale will take up. |
| \%1void ReadText(StringBuilder, \%1bool])](Sandbox.ModAPI.Ingame.IMyTextSurface.ReadText) | Gets current text that is written on surface. |
| \%1void RemoveImageFromSelection(string, \%1bool])](Sandbox.ModAPI.Ingame.IMyTextSurface.RemoveImageFromSelection) | Removes image from shown images. |
| \%1void RemoveImagesFromSelection(List\%1string>, \%1bool])](Sandbox.ModAPI.Ingame.IMyTextSurface.RemoveImagesFromSelection) | Removes images from shown images. |
| \%1bool WriteText(string, \%1bool])](Sandbox.ModAPI.Ingame.IMyTextSurface.WriteText) | Writes text to surface. If somebody opened LCD text in popup dialog, text can no longer be added to the surface. Resulting text must is capped with 100000 symbols |
| \%1bool WriteText(StringBuilder, \%1bool])](Sandbox.ModAPI.Ingame.IMyTextSurface.WriteText) | Writes text to surface. If somebody opened LCD text in popup dialog, text can no longer be added to the surface. Resulting text must is capped with 100000 symbols |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!