Namespace BSGameLib.UI.Controls
Classes
- BoxShadow
A soft drop shadow behind a control's fill, with the same four parts as a CSS box-shadow: an offset, a blur radius, a spread, and a color.
- Button
A push button with a text label. Its look comes from its normal, hover, clicked and focused states.
- CaretBlink
How long a text caret stays visible, then hidden, before switching - read from the desktop's own setting, so the game's text boxes blink like every other text box.
- CheckBox
A box that is ticked or unticked, with a label beside it. Clicking it, or pressing Space while it has focus, toggles it.
- ComboBox
A drop-down list: a box that shows the chosen option and opens to a list of the options to pick from.
- ControlFactory
Creates the controls of a view from the models read from its view file.
- Decoration
A purely visual mark pinned to a corner or edge of a view - corner flourishes, framing rules, a watermark.
- DockLayout
A layout that docks each child to an edge of the layout, in the order they were added. The space left over goes to the child that fills it.
- Gradient
A smooth multi-stop fill - linear along an axis, or radial out from a center point.
- GradientMesh
One control's tessellation of a Gradient into colored triangles, cached against the rect it was built for.
- Grid
A layout that places its children in a fixed grid of rows and columns.
- GridPlacement
Where a child sits in a Grid: its row and column, and how many rows and columns it spans.
- ImageControl
A picture: a texture, or a named picture from the view's scope. See Source.
- Label
A piece of text drawn on screen. It sizes itself to its text, unless the view gives it a size.
- ProgressBar
A horizontal bar filled in proportion to Value.
- RadioButton
A check box in a radio set: ticking one unticks the others in its set.
- RadioGroup
A layout for a set of radio buttons that keeps one of them selected. Code can create one; a view file cannot, so radio buttons declared in a view are grouped by their container instead.
- Repeater
Builds one copy of an item template per item in ItemsSource, and lets the player pick one.
- RepeaterRowEventArgs
One row a Repeater has just built, and a way to reach the controls in it.
- StackLayout
A layout that stacks its children in a row or a column, in the order they were added.
- TextBox
A single-line text field: typing, a caret, a selection, the clipboard, and scrolling when the text is wider than the box.
- TextEditBuffer
The editing half of a text box: the text, the caret, the selection, and every change a keystroke can make to them - with none of the drawing, so the rules can be tested alone.
Structs
- GradientStop
One color stop on a Gradient, at a position from 0 to 1 along it.
- Spacing
The space on each of the four sides of a box, in pixels.
Interfaces
- IControlFactory
Creates the controls of a view from the models read from its view file.
Enums
- DecorationAnchor
The point of a view a Decoration is pinned to. Its Offset is always measured inward from that point, so one offset mirrors correctly across all four corners rather than needing negative values on the right and bottom.
- DecorationLayer
Whether a Decoration is painted under the control tree or over it.
- DockDirection
The edge of the layout that a child is docked to.
- GradientKind
The shape of a Gradient.
- HorizontalAlignment
Where a control sits across a horizontal space.
- Label.Alignment
Where each line of text sits across the label.
- Orientation
The direction a stack runs in.
- VerticalAlignment
Where a control sits across a vertical space.