Skip to content
This repository has been archived by the owner on Oct 22, 2024. It is now read-only.

VRage.Game.GUI.TextPanel.MySprite

Morten Aune Lyrstad edited this page Apr 16, 2022 · 21 revisions

IndexNamespace Index

MySprite Struct

public struct MySprite: IEquatable<MySprite>

Namespace: VRage.Game.GUI.TextPanel
Assembly: VRage.Game.dll

Implements:

Fields

Member Description
TextAlignment Alignment Alignment for the text and sprites.
Color? Color Color mask to be used when rendering this layer. If not set, white will be used
string Data Data to be rendered, depending on what the layer type is. This can be text or a texture path
string FontId In case we are rendering text, what font to use.
Vector2? Position Render position for this layer. If not set, it will be placed in the center
float RotationOrScale Rotation of sprite in radians. Used as scale for text.
Vector2? Size Render size for this layer. If not set, it will be sized to take up the whole texture
SpriteType Type Type of the render layer

Constructors

Member Description
MySprite(SpriteType = SpriteType.TEXTURE, string = null, Vector2? = default, Vector2? = default, Color? = default, string = null, TextAlignment = TextAlignment.CENTER, float = 0)

Methods

Member Description
static MySprite CreateClearClipRect()
static MySprite CreateClipRect(Rectangle)
static MySprite CreateSprite(string, Vector2, Vector2)
static MySprite CreateText(string, string, Color, float = 1, TextAlignment = TextAlignment.CENTER)
bool Equals(MySprite)
bool Equals(object)
int GetHashCode()
Clone this wiki locally