gooey

C:\Users\biyec\GameMakerProjects\Libraries\UI2\scripts\scr_UI_Convenience\scr_UI_Convenience.gml
FUNCTION
ui_exists

returns whether the specified Widget exists, identified by its string ID (not by its reference).

Syntax
ui_exists(_ID)

Parameters

Name Type Description Required?
_ID String The Widget string ID Yes
Returns
   Bool   Whether the specified Widget exists
FUNCTION
ui_get

gets a specific Widget by its string ID (not by its reference).

Syntax
ui_get(_ID)

Parameters

Name Type Description Required?
_ID String The Widget string ID Yes
Returns
   Any   The Widget's reference, or noone if not found
FUNCTION
ui_get_currently_dragged_widget

gets the currently dragged widget

Syntax
ui_get_currently_dragged_widget()
Returns
   All   the currently dragged widget (any widget from UIWidget) or undefined
FUNCTION
ui_get_currently_hovered_panel

gets the currently hovered Panel

Syntax
ui_get_currently_hovered_panel()
Returns
   UIPanel   the currently hovered panel or undefined
FUNCTION
ui_get_currently_hovered_widget

gets the currently hovered Widget

Syntax
ui_get_currently_hovered_widget()
Returns
   All   the currently hovered widget (any widget from UIWidget) or undefined
FUNCTION
ui_get_focused_panel

gets the reference to the currently focused Panel widget, or -1 if no panels exist.

Syntax
ui_get_focused_panel()
Returns
   UIPanel   The reference to the currently focused Panel
FUNCTION
ui_get_log_message_level

gets the message level for the library

Syntax
ui_get_log_message_level()
Returns
   Enum   The message level, according to UI_MESSAGE_LEVEL
FUNCTION
ui_get_mouse_device

gets the currently used mouse device for handling mouse events. By default it's 0.

Syntax
ui_get_mouse_device()
Returns
   Real   The currently used mouse device
FUNCTION
ui_get_panels

gets an array with all Panel widgets currently registered

Syntax
ui_get_panels()
Returns
   Array   The array with the Panel widgets
FUNCTION
ui_get_widgets

gets an array with all widgets currently registered

Syntax
ui_get_widgets()
Returns
   Array   The array with the widgets
FUNCTION
ui_is_interacting

returns whether the user is interacting with the UI, to prevent clicks/actions "drilling-through" to the game

Syntax
ui_is_interacting()
Returns
   Bool   whether the user is interacting with the UI
FUNCTION
ui_set_camera

sets the camera id for working with scissors to render widgets (if enabled)

Syntax
ui_set_camera(_camera_id)

Parameters

Name Type Description Required?
_camera_id Asset.Camera the camera ID to use Yes
FUNCTION
ui_set_cursor

sets the cursor to a specific sprite or cursor constant

Syntax
ui_set_cursor(_cursor_id)
FUNCTION
ui_set_focused_panel

sets the specified Panel as focused

Syntax
ui_set_focused_panel(_ID)

Parameters

Name Type Description Required?
_ID String the Panel to be focused Yes
Returns
   UI   self
FUNCTION
ui_set_log_message_level

sets the message level for the library

Syntax
ui_set_log_message_level

Parameters

Name Type Description Required?
_lvl Enum The message level, according to UI_MESSAGE_LEVEL Yes
Returns
   UI   self
FUNCTION
ui_set_mouse_device

sets the mouse device for handling mouse events.

Syntax
ui_set_mouse_device(_device)

Parameters

Name Type Description Required?
_device Real The number of the mouse device to use. Yes
Returns
   UI   self