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Sandbox.ModAPI.Ingame.IMyTextSurface
Morten Aune Lyrstad edited this page Apr 16, 2022
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← 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 |
|---|---|
| \TextAlignment Alignment { get; set; } | How should the text be aligned |
| \byte BackgroundAlpha { get; set; } | Value for offscreen texture alpha channel - for PBR material it is metalness (should be 0) - for transparent texture it is opacity |
| \Color BackgroundColor { get; set; } | Gets or sets background color |
| \float ChangeInterval { get; set; } | Gets or sets the change interval for selected textures |
| \ContentType ContentType { get; set; } | Type of content to be displayed on the screen. |
| \string CurrentlyShownImage { get; } | Gets image that is currently shown on the screen. Returns NULL if there are no images selected OR the screen is in text mode. |
| \string DisplayName { get; } | Get localized name of this surface. |
| \string Font { get; set; } | Gets or sets the font |
| \Color FontColor { get; set; } | Gets or sets font color |
| \float FontSize { get; set; } | Gets or sets font size |
| \string Name { get; } | Gets identifier name of this surface. |
| \bool PreserveAspectRatio { get; set; } | Gets or sets preserve aspect ratio of images. |
| \string Script { get; set; } | Currently running script |
| \Color ScriptBackgroundColor { get; set; } | Gets or sets background color used for scripts. |
| \Color ScriptForegroundColor { get; set; } | Gets or sets foreground color used for scripts. |
| \Vector2 SurfaceSize { get; } | Gets size of the drawing surface. |
| \float TextPadding { get; set; } | Gets or sets text padding from all sides of the panel. |
| \Vector2 TextureSize { get; } | Gets size of the texture the drawing surface is rendered to. |
| Member | Description |
|---|---|
| \void AddImagesToSelection(List\, \[bool]) | Adds image to list of shown images. You can get image ids by GetSelectedImages(List) |
| \void AddImageToSelection(string, \[bool]) | Adds image to list of shown images. You can get image ids by GetSelectedImages(List) |
| \void ClearImagesFromSelection() | Removes images from shown images. |
| \MySpriteDrawFrame DrawFrame() | Creates a new draw frame where you can add sprites to be rendered. |
| \void GetFonts(List\) | Gets a list of available fonts |
| \void GetScripts(List\) | Gets a list of available scripts |
| \void GetSelectedImages(List\) | Outputs the selected image ids to the specified list. NOTE: List is not cleared internally. |
| \void GetSprites(List\) | Gets a list of available sprites |
| \string GetText() | Gets current text that is written on surface. Allocates memory (StringBuilder.ToString())! This method doesn't allocate memory ReadText(StringBuilder, [bool]) |
| \Vector2 MeasureStringInPixels(StringBuilder, string, float) | Calculates how many pixels a string of a given font and scale will take up. |
| \void ReadText(StringBuilder, \[bool]) | Gets current text that is written on surface. |
| \void RemoveImageFromSelection(string, \[bool]) | Removes image from shown images. |
| \void RemoveImagesFromSelection(List\, \[bool]) | Removes images from shown images. |
| \bool WriteText(string, \[bool]) | 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 |
| \bool WriteText(StringBuilder, \[bool]) | 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!