-
Notifications
You must be signed in to change notification settings - Fork 125
Sandbox.ModAPI.Ingame.IMyTextSurface
← Index ← Namespace Index
public interface IMyTextSurface
Describes one of block LCDs where you can write text or draw things (PB scripting interface)
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Inheritors:
Type Definitions:
- MyObjectBuilder_TextPanel/HoloLCDLarge
- MyObjectBuilder_TextPanel/HoloLCDSmall
- MyObjectBuilder_TextPanel/LargeBlockCorner_LCD_1
- MyObjectBuilder_TextPanel/LargeBlockCorner_LCD_2
- MyObjectBuilder_TextPanel/LargeBlockCorner_LCD_Flat_1
- MyObjectBuilder_TextPanel/LargeBlockCorner_LCD_Flat_2
- MyObjectBuilder_TextPanel/LargeCurvedLCDPanel
- MyObjectBuilder_TextPanel/LargeDiagonalLCDPanel
- MyObjectBuilder_TextPanel/LargeFullBlockLCDPanel
- MyObjectBuilder_TextPanel/LargeLCDPanel
- MyObjectBuilder_TextPanel/LargeLCDPanel3x3
- MyObjectBuilder_TextPanel/LargeLCDPanel5x3
- MyObjectBuilder_TextPanel/LargeLCDPanel5x5
- MyObjectBuilder_TextPanel/LargeLCDPanelWide
- MyObjectBuilder_TextPanel/LargeTextPanel
- MyObjectBuilder_TextPanel/SmallBlockConsoleModuleScreens
- MyObjectBuilder_TextPanel/SmallBlockCorner_LCD_1
- MyObjectBuilder_TextPanel/SmallBlockCorner_LCD_2
- MyObjectBuilder_TextPanel/SmallBlockCorner_LCD_Flat_1
- MyObjectBuilder_TextPanel/SmallBlockCorner_LCD_Flat_2
- MyObjectBuilder_TextPanel/SmallCurvedLCDPanel
- MyObjectBuilder_TextPanel/SmallDiagonalLCDPanel
- MyObjectBuilder_TextPanel/SmallFullBlockLCDPanel
- MyObjectBuilder_TextPanel/SmallLCDPanel
- MyObjectBuilder_TextPanel/SmallLCDPanelWide
- MyObjectBuilder_TextPanel/SmallTextPanel
- MyObjectBuilder_TextPanel/TransparentLCDLarge
- MyObjectBuilder_TextPanel/TransparentLCDSmall
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.
Get localized name of this surface.
Gets or sets the font
Gets or sets font color
Gets or sets font size
Gets identifier name of this surface.
bool PreserveAspectRatio { get; set; }
Gets or sets preserve aspect ratio of images.
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.
Gets size of the drawing surface.
float TextPadding { get; set; }
Gets or sets text padding from all sides of the panel.
Gets size of the texture the drawing surface is rendered to.
void AddImagesToSelection(List<string> ids, bool checkExistence = default)
Adds image to list of shown images. You can get image ids by GetSelectedImages(List)
void AddImageToSelection(string id, bool checkExistence = default)
Adds image to list of shown images. You can get image ids by GetSelectedImages(List)
void ClearImagesFromSelection()
Removes images from shown images.
Creates a new draw frame where you can add sprites to be rendered.
void GetFonts(List<string> fonts)
Gets a list of available fonts
void GetScripts(List<string> scripts)
Gets a list of available scripts
void GetSelectedImages(List<string> output)
Outputs the selected image ids to the specified list. NOTE: List is not cleared internally.
void GetSprites(List<string> sprites)
Gets a list of available sprites
Gets current text that is written on surface. Allocates memory (StringBuilder.ToString())! This method doesn't allocate memory ReadText(StringBuilder, bool = default)
Vector2 MeasureStringInPixels(StringBuilder text, string font, float scale)
Calculates how many pixels a string of a given font and scale will take up.
void ReadText(StringBuilder buffer, bool append = default)
Gets current text that is written on surface.
void RemoveImageFromSelection(string id, bool removeDuplicates = default)
Removes image from shown images.
void RemoveImagesFromSelection(List<string> ids, bool removeDuplicates = default)
Removes images from shown images.
bool WriteText(string value, bool append = default)
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 value, bool append = default)
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!