GUI

GUI core hooks, functions, messages, properties and constants for creation and manipulation of GUI nodes. The "gui" namespace is accessible only from gui scripts.

final()

called when a gui component is finalized

This is a callback-function, which is called by the engine when a gui component is finalized (destroyed). It can be used to e.g. take some last action, report the finalization to other game object instances or release user input focus (see release_input_focus). There is no use in starting any animations or similar from this function since the gui component is about to be destroyed.

PARAMETERS

self -

object reference to the script state to be used for storing data

EXAMPLES

function final(self)
    -- report finalization
    msg.post("my_friend_instance", "im_dead", {my_stats = self.some_value})
end


gui.ADJUST_FIT

fit adjust mode

Adjust mode is used when the screen resolution differs from the project settings. The fit mode ensures that the entire node is visible in the adjusted gui scene.


gui.ADJUST_STRETCH

stretch adjust mode

Adjust mode is used when the screen resolution differs from the project settings. The stretch mode ensures that the node is displayed as is in the adjusted gui scene, which might scale it non-uniformally.


gui.ADJUST_ZOOM

zoom adjust mode

Adjust mode is used when the screen resolution differs from the project settings. The zoom mode ensures that the node fills its entire area and might make the node exceed it.


gui.ANCHOR_BOTTOM

bottom y-anchor


gui.ANCHOR_LEFT

left x-anchor


gui.ANCHOR_RIGHT

right x-anchor


gui.ANCHOR_TOP

top y-anchor


gui.BLEND_ADD

additive blending


gui.BLEND_ADD_ALPHA

additive alpha blending


gui.BLEND_ALPHA

alpha blending


gui.BLEND_MULT

multiply blending


gui.CLIPPING_MODE_NONE

clipping mode none


gui.CLIPPING_MODE_STENCIL

clipping mode stencil


gui.EASING_INBACK

in-back


gui.EASING_INBOUNCE

in-bounce


gui.EASING_INCIRC

in-circlic


gui.EASING_INCUBIC

in-cubic


gui.EASING_INELASTIC

in-elastic


gui.EASING_INEXPO

in-exponential


gui.EASING_INOUTBACK

in-out-back


gui.EASING_INOUTBOUNCE

in-out-bounce


gui.EASING_INOUTCIRC

in-out-circlic


gui.EASING_INOUTCUBIC

in-out-cubic


gui.EASING_INOUTELASTIC

in-out-elastic


gui.EASING_INOUTEXPO

in-out-exponential


gui.EASING_INOUTQUAD

in-out-quadratic


gui.EASING_INOUTQUART

in-out-quartic


gui.EASING_INOUTQUINT

in-out-quintic


gui.EASING_INOUTSINE

in-out-sine


gui.EASING_INQUAD

in-quadratic


gui.EASING_INQUART

in-quartic


gui.EASING_INQUINT

in-quintic


gui.EASING_INSINE

in-sine


gui.EASING_LINEAR

linear interpolation


gui.EASING_OUTBACK

out-back


gui.EASING_OUTBOUNCE

out-bounce


gui.EASING_OUTCIRC

out-circlic


gui.EASING_OUTCUBIC

out-cubic


gui.EASING_OUTELASTIC

out-elastic


gui.EASING_OUTEXPO

out-exponential


gui.EASING_OUTINBACK

out-in-back


gui.EASING_OUTINBOUNCE

out-in-bounce


gui.EASING_OUTINCIRC

out-in-circlic


gui.EASING_OUTINCUBIC

out-in-cubic


gui.EASING_OUTINELASTIC

out-in-elastic


gui.EASING_OUTINEXPO

out-in-exponential


gui.EASING_OUTINQUAD

out-in-quadratic


gui.EASING_OUTINQUART

out-in-quartic


gui.EASING_OUTINQUINT

out-in-quintic


gui.EASING_OUTINSINE

out-in-sine


gui.EASING_OUTQUAD

out-quadratic


gui.EASING_OUTQUART

out-quartic


gui.EASING_OUTQUINT

out-quintic


gui.EASING_OUTSINE

out-sine


gui.KEYBOARD_TYPE_DEFAULT

default keyboard


gui.KEYBOARD_TYPE_EMAIL

email keyboard


gui.KEYBOARD_TYPE_NUMBER_PAD

number input keyboard


gui.KEYBOARD_TYPE_PASSWORD

password keyboard


gui.PIEBOUNDS_ELLIPSE

elliptical pie node bounds


gui.PIEBOUNDS_RECTANGLE

rectangular pie node bounds


gui.PIVOT_CENTER

center pivor


gui.PIVOT_E

east pivot


gui.PIVOT_N

north pivot


gui.PIVOT_NE

north-east pivot


gui.PIVOT_NW

north-west pivot


gui.PIVOT_S

south pivot


gui.PIVOT_SE

south-east pivot


gui.PIVOT_SW

south-west pivot


gui.PIVOT_W

west pivot


gui.PLAYBACK_LOOP_BACKWARD

loop backward


gui.PLAYBACK_LOOP_FORWARD

loop forward


gui.PLAYBACK_LOOP_PINGPONG

ping pong loop


gui.PLAYBACK_ONCE_BACKWARD

once backward


gui.PLAYBACK_ONCE_FORWARD

once forward


gui.PLAYBACK_ONCE_PINGPONG

once forward and then backward


gui.PROP_COLOR

color property


gui.PROP_FILL_ANGLE

fill_angle property


gui.PROP_INNER_RADIUS

inner_radius property


gui.PROP_OUTLINE

outline color property


gui.PROP_POSITION

position property


gui.PROP_ROTATION

rotation property


gui.PROP_SCALE

scale property


gui.PROP_SHADOW

shadow color property


gui.PROP_SIZE

size property


gui.PROP_SLICE9

slice9 property


gui.SIZE_MODE_AUTO

automatic size mode

The size of the node is determined by the currently assigned texture.


gui.SIZE_MODE_MANUAL

manual size mode

The size of the node is determined by the size set in the editor, the constructor or by gui.set_size()


gui.animate()

animates a node property

This starts an animation of a node property according to the specified parameters. If the node property is already being animated, that animation will be canceled and replaced by the new one. Note however that several different node properties can be animated simultaneously. Use gui.cancel_animation to stop the animation before it has completed.

Composite properties of type vector3, vector4 or quaternion also expose their sub-components (x, y, z and w). You can address the components individually by suffixing the name with a dot '.' and the name of the component. For instance, "position.x" (the position x coordinate) or "color.w" (the color alpha value).

If a complete_function (Lua function) is specified, that function will be called when the animation has completed. By starting a new animation in that function, several animations can be sequenced together. See the examples below for more information.

PARAMETERS

node -

node node to animate

property -

string | constant property to animate

The following property constants are defined equaling the corresponding property string names.

to -

vector3 | vector4 target property value

easing -

constant | vector easing to use during animation. Either specify one of the gui.EASING_* constants or provide a vector with a custom curve. See the animation guide for more information.

duration -

number duration of the animation in seconds.

[delay] -

number delay before the animation starts in seconds.

[complete_function] -

function(self, node) function to call when the animation has completed

[playback] -

constant playback mode

EXAMPLES

How to start a simple color animation, where the node fades in to white during 0.5 seconds:

gui.set_color(node, vmath.vector4(0, 0, 0, 0)) -- node is fully transparent
gui.animate(node, gui.PROP_COLOR, vmath.vector4(1, 1, 1, 1), gui.EASING_INOUTQUAD, 0.5) -- start animation

How to start a sequenced animation where the node fades in to white during 0.5 seconds, stays visible for 2 seconds and then fades out:

local function on_animation_done(self, node)
    -- fade out node, but wait 2 seconds before the animation starts
    gui.animate(node, gui.PROP_COLOR, vmath.vector4(0, 0, 0, 0), gui.EASING_OUTQUAD, 0.5, 2.0)
end

function init(self)
    -- fetch the node we want to animate
    local my_node = gui.get_node("my_node")
    -- node is initially set to fully transparent
    gui.set_color(my_node, vmath.vector4(0, 0, 0, 0))
    -- animate the node immediately and call on_animation_done when the animation has completed
    gui.animate(my_node, gui.PROP_COLOR, vmath.vector4(1, 1, 1, 1), gui.EASING_INOUTQUAD, 0.5, 0.0, on_animation_done)
end

How to animate a node's y position using a crazy custom easing curve:

function init(self)
    local values = { 0, 0, 0, 0, 0, 0, 0, 0,
                     1, 1, 1, 1, 1, 1, 1, 1,
                     0, 0, 0, 0, 0, 0, 0, 0,
                     1, 1, 1, 1, 1, 1, 1, 1,
                     0, 0, 0, 0, 0, 0, 0, 0,
                     1, 1, 1, 1, 1, 1, 1, 1,
                     0, 0, 0, 0, 0, 0, 0, 0,
                     1, 1, 1, 1, 1, 1, 1, 1 }
    local vec = vmath.vector(values)
    local node = gui.get_node("box")
    gui.animate(node, "position.y", 100, vec, 4.0, 0, nil, gui.PLAYBACK_LOOP_PINGPONG)
end


gui.cancel_animation()

cancels an ongoing animation

If an animation of the specified node is currently running (started by gui.animate), it will immediately be canceled.

PARAMETERS

node -

node node that should have its animation canceled

property -

string | constant property for which the animation should be canceled

EXAMPLES

Start an animation of the position property of a node, then cancel parts of the animation:

local node = gui.get_node("my_node")
-- animate to new position
local pos = vmath.vector3(100, 100, 0)
gui.animate(node, "position", pos, go.EASING_LINEAR, 2)
...
-- cancel animation of the x component.
gui.cancel_animation(node, "position.x")


gui.cancel_flipbook()

cancel a node flipbook animation

Cancels any running flipbook animation on the specified node.

PARAMETERS

node -

node node cancel flipbook animation for

EXAMPLES

local node = gui.get_node("anim_node")
gui.cancel_flipbook(node)


gui.cancel_spine()

cancel a spine animation

PARAMETERS

node -

node spine node that should cancel its animation


gui.clone()

clone a node

Make a clone instance of a node. This function does not clone the supplied node's children nodes. Use gui.clone_tree for that purpose.

PARAMETERS

node -

node node to clone

RETURN

clone -

node the cloned node


gui.clone_tree()

clone a node including its children

Make a clone instance of a node and all its children. Use gui.clone to clone a node excluding its children.

PARAMETERS

node -

node root node to clone

RETURN

clones -

table a table mapping node ids to the corresponding cloned nodes


gui.delete_node()

deletes a node

Deletes the specified node. Any child nodes of the specified node will be recursively deleted.

PARAMETERS

node -

node node to delete

EXAMPLES

Delete a particular node and any child nodes it might have:

local node = gui.get_node("my_node")
gui.delete_node(node)


gui.delete_texture()

delete texture

Delete a dynamically created texture.

PARAMETERS

texture -

string | hash texture id

EXAMPLES

function init(self)
     -- Create a texture.
     if gui.new_texture("temp_tx", 10, 10, "rgb", string.rep('\0', 10 * 10 * 3)) then
         -- Do something with the texture.
         ...

         -- Delete the texture
         gui.delete_texture("temp_tx")
     end
end


gui.get_adjust_mode()

gets the node adjust mode

Returns the adjust mode of a node. The adjust mode defines how the node will adjust itself to screen resolutions that differs from the one in the project settings.

PARAMETERS

node -

node node from which to get the adjust mode (node)

RETURN

adjust_mode -

constant the current adjust mode


gui.get_blend_mode()

gets the node blend mode

Returns the blend mode of a node. Blend mode defines how the node will be blended with the background.

PARAMETERS

node -

node node from which to get the blend mode

RETURN

blend_mode -

constant blend mode


gui.get_clipping_inverted()

gets node clipping inverted state

If node is set as an inverted clipping node, it will clip anything inside as opposed to outside.

PARAMETERS

node -

node node from which to get the clipping inverted state

RETURN

inverted -

boolean true or false


gui.get_clipping_mode()

gets the node clipping mode

Clipping mode defines how the node will clipping it's children nodes

PARAMETERS

node -

node node from which to get the clipping mode

RETURN

clipping_mode -

constant clipping mode


gui.get_clipping_visible()

gets node clipping visibility state

If node is set as visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually.

PARAMETERS

node -

node node from which to get the clipping visibility state

RETURN

visible -

boolean true or false


gui.get_color()

gets the node color

Returns the color of the supplied node. The components of the returned vector4 contains the color channel values:

Component Color value
x Red value
y Green value
z Blue value
w Alpha value

PARAMETERS

node -

node node to get the color from

RETURN

color -

vector4 node color


gui.get_fill_angle()

gets the angle for the filled pie sector

Returns the sector angle of a pie node.

PARAMETERS

node -

node node from which to get the fill angle

RETURN

angle -

number sector angle


gui.get_flipbook()

gets the node flipbook animation

Get node flipbook animation.

PARAMETERS

node -

node node to get flipbook animation from

RETURN

animation -

hash animation id


gui.get_flipbook_cursor()

gets the normalized cursor of the animation on a node with flipbook animation

This is only useful nodes with flipbook animations. Gets the normalized cursor of the flipbook animation on a node.

PARAMETERS

node -

node to get the cursor for (node)

RETURN

cursor -

value number cursor value


gui.get_flipbook_playback_rate()

gets the playback rate of the flipbook animation on a node

This is only useful nodes with flipbook animations. Gets the playback rate of the flipbook animation on a node.

PARAMETERS

node -

node node to set the cursor for

RETURN

rate -

number playback rate


gui.get_font()

gets the node font

This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.

PARAMETERS

node -

node node from which to get the font

RETURN

font -

hash font id


gui.get_height()

gets the scene height

Returns the scene height.

RETURN

height -

number scene height


gui.get_id()

gets the id of the specified node

Retrieves the id of the specified node.

PARAMETERS

node -

node the node to retrieve the id from

RETURN

id -

hash the id of the node

EXAMPLES

Gets the id of a node:

local node = gui.get_node("my_node")

local id = gui.get_id(node)
print(id) --> hash: [my_node]


gui.get_index()

gets the index of the specified node

Retrieve the index of the specified node. The index defines the order in which a node appear in a GUI scene. Higher index means the node is drawn on top of lower indexed nodes.

PARAMETERS

node -

node the node to retrieve the id from

RETURN

index -

number the index of the node

EXAMPLES

Compare the index order of two nodes:

local node1 = gui.get_node("my_node_1")
local node2 = gui.get_node("my_node_2")

if gui.get_index(node1) < gui.get_index(node2) then
    -- node1 is drawn below node2
else
    -- node2 is drawn below node1
end


gui.get_inherit_alpha()

gets the node inherit alpha state

PARAMETERS

node -

node node from which to get the inherit alpha state


gui.get_inner_radius()

gets the pie inner radius

Returns the inner radius of a pie node. The radius is defined along the x-axis.

PARAMETERS

node -

node node from where to get the inner radius

RETURN

radius -

number inner radius


gui.get_layer()

gets the node layer

The layer must be mapped to the gui scene in the gui editor.

PARAMETERS

node -

node node from which to get the layer

RETURN

layer -

hash layer id


gui.get_layout()

gets the scene current layout

RETURN

layout -

hash layout id


gui.get_leading()

gets the leading of the text node

Returns the leading value for a text node.

PARAMETERS

node -

node node from where to get the leading

RETURN

leading -

number leading scaling value (default=1)


gui.get_line_break()

get line-break mode

Returns whether a text node is in line-break mode or not. This is only useful for text nodes.

PARAMETERS

node -

node node from which to get the line-break for

RETURN

line_break -

boolean true or false


gui.get_node()

gets the node with the specified id

Retrieves the node with the specified id.

PARAMETERS

id -

string | hash id of the node to retrieve

RETURN

instance -

node a new node instance

EXAMPLES

Gets a node by id and change its color:

local node = gui.get_node("my_node")
local red = vmath.vector4(1.0, 0.0, 0.0, 1.0)
gui.set_color(node, red)


gui.get_outer_bounds()

gets the pie outer bounds mode

Returns the outer bounds mode for a pie node.

PARAMETERS

node -

node node from where to get the outer bounds mode

RETURN

bounds_mode -

constant the outer bounds mode of the pie node:


gui.get_outline()

gets the node outline color

Returns the outline color of the supplied node. See gui.get_color for info how vectors encode color values.

PARAMETERS

node -

node node to get the outline color from

RETURN

color -

vector4 outline color


gui.get_parent()

gets the parent of the specified node

Returns the parent node of the specified node. If the supplied node does not have a parent, nil is returned.

PARAMETERS

node -

node the node from which to retrieve its parent

RETURN

parent -

node parent instance or nil


gui.get_particlefx()

Gets a particle fx

Get the paricle fx for a gui node

PARAMETERS

node -

node node to get particle fx for

RETURN

[type:hash] -

particle fx id


gui.get_perimeter_vertices()

gets the number of generated vertices around the perimeter

Returns the number of generated vertices around the perimeter of a pie node.

PARAMETERS

node -

node pie node

RETURN

vertices -

number vertex count


gui.get_pivot()

gets the pivot of a node

The pivot specifies how the node is drawn and rotated from its position.

PARAMETERS

node -

node node to get pivot from

RETURN

pivot -

constant pivot constant


gui.get_position()

gets the node position

Returns the position of the supplied node.

PARAMETERS

node -

node node to get the position from

RETURN

position -

vector3 node position


gui.get_rotation()

gets the node rotation

Returns the rotation of the supplied node. The rotation is expressed in degree Euler angles.

PARAMETERS

node -

node node to get the rotation from

RETURN

rotation -

vector3 node rotation


gui.get_scale()

gets the node scale

Returns the scale of the supplied node.

PARAMETERS

node -

node node to get the scale from

RETURN

scale -

vector3 node scale


gui.get_screen_position()

gets the node screen position

Returns the screen position of the supplied node. This function returns the calculated transformed position of the node, taking into account any parent node transforms.

PARAMETERS

node -

node node to get the screen position from

RETURN

position -

vector3 node screen position


gui.get_shadow()

gets the node shadow color

Returns the shadow color of the supplied node. See gui.get_color for info how vectors encode color values.

PARAMETERS

node -

node node to get the shadow color from

RETURN

color -

vector4 node shadow color


gui.get_size()

gets the node size

Returns the size of the supplied node.

PARAMETERS

node -

node node to get the size from

RETURN

size -

vector3 node size


gui.get_size_mode()

gets the node size mode

Returns the size of a node. The size mode defines how the node will adjust itself in size. Automatic size mode alters the node size based on the node's content. Automatic size mode works for Box nodes and Pie nodes which will both adjust their size to match the assigned image. Spine, Particle fx and Text nodes will ignore any size mode setting.

PARAMETERS

node -

node node from which to get the size mode (node)

RETURN

size_mode -

constant the current size mode


gui.get_slice9()

get the slice9 values for the node

Returns the slice9 configuration values for the node.

PARAMETERS

node -

node node to manipulate

RETURN

values -

vector4 configuration values


gui.get_spine_animation()

gets the playing animation on a spine node

Gets the playing animation on a spine node

PARAMETERS

node -

node node to get spine skin from

RETURN

id -

hash spine animation id, 0 if no animation is playing


gui.get_spine_bone()

retrieve the GUI node corresponding to a spine skeleton bone

The returned node can be used for parenting and transform queries. This function has complexity O(n), where n is the number of bones in the spine model skeleton.

PARAMETERS

node -

node spine node to query for bone node

bone_id -

string | hash id of the corresponding bone

RETURN

bone -

node node corresponding to the spine bone


gui.get_spine_cursor()

gets the normalized cursor of the animation on a spine node

This is only useful for spine nodes. Gets the normalized cursor of the animation on a spine node.

PARAMETERS

node -

spine node to get the cursor for (node)

RETURN

cursor -

value number cursor value


gui.get_spine_playback_rate()

gets the playback rate of the animation on a spine node

This is only useful for spine nodes. Gets the playback rate of the animation on a spine node.

PARAMETERS

node -

node spine node to set the cursor for

RETURN

rate -

number playback rate


gui.get_spine_scene()

gets the spine scene of a node

Returns the spine scene id of the supplied node. This is currently only useful for spine nodes. The returned spine scene must be mapped to the gui scene in the gui editor.

PARAMETERS

node -

node node to get texture from

RETURN

spine_scene -

hash spine scene id


gui.get_spine_skin()

gets the skin of a spine node

Gets the spine skin of a spine node

PARAMETERS

node -

node node to get spine skin from

RETURN

id -

hash spine skin id, 0 if no explicit skin is set


gui.get_text()

gets the node text

Returns the text value of a text node. This is only useful for text nodes.

PARAMETERS

node -

node node from which to get the text

RETURN

text -

string text value


gui.get_text_metrics()

get text metrics

Get text metrics given the provided font, text and parameters.

PARAMETERS

font -

string | hash font id

text -

string text to measure

width -

number max-width. Use for line-breaks (default=FLT_MAX)

line_break -

boolean true to break lines accordingly to width (default=false)

leading -

number scale value for line spacing (default=1)

tracking -

number scale value for letter spacing (default=0)

RETURN

metrics -

table a table with the following fields:


gui.get_text_metrics_from_node()

get text metrics from node

Get the text metrics from a text node.

PARAMETERS

node -

node text node to measure text from

RETURN

metrics -

table a table with the following fields:


gui.get_texture()

gets node texture

Returns the texture of a node. This is currently only useful for box or pie nodes. The texture must be mapped to the gui scene in the gui editor.

PARAMETERS

node -

node node to get texture from

RETURN

texture -

hash texture id


gui.get_tracking()

gets the tracking of the text node

Returns the tracking value of a text node.

PARAMETERS

node -

node node from where to get the tracking

RETURN

tracking -

number tracking scaling number (default=0)


gui.get_width()

gets the scene width

Returns the scene width.

RETURN

width -

number scene width


gui.get_xanchor()

gets the x-anchor of a node

The x-anchor specifies how the node is moved when the game is run in a different resolution.

PARAMETERS

node -

node node to get x-anchor from

RETURN

anchor -

constant anchor constant


gui.get_yanchor()

gets the y-anchor of a node

The y-anchor specifies how the node is moved when the game is run in a different resolution.

PARAMETERS

node -

node node to get y-anchor from

RETURN

anchor -

constant anchor constant


gui.hide_keyboard()

hides on-display keyboard if available

Hides the on-display touch keyboard on the device.


gui.is_enabled()

returns if a node is enabled or not

Returns true if a node is enabled and false if it's not. Disabled nodes are not rendered and animations acting on them are not evaluated.

PARAMETERS

node -

node node to query

RETURN

enabled -

boolean whether the node is enabled or not


gui.move_above()

moves the first node above the second

Alters the ordering of the two supplied nodes by moving the first node above the second. If the second argument is nil the first node is moved to the top.

PARAMETERS

node -

node to move

node -

node | nil reference node above which the first node should be moved


gui.move_below()

moves the first node below the second

Alters the ordering of the two supplied nodes by moving the first node below the second. If the second argument is nil the first node is moved to the bottom.

PARAMETERS

node -

node to move

node -

node | nil reference node below which the first node should be moved


gui.new_box_node()

creates a new box node

Dynamically create a new box node.

PARAMETERS

pos -

vector3 | vector4 node position

size -

vector3 node size

RETURN

node -

node new box node


gui.new_particlefx_node()

creates a new particle fx node

Dynamically create a particle fx node.

PARAMETERS

pos -

vector3 | vector4 node position

particlefx -

hash | string particle fx resource name

RETURN

node -

node new particle fx node


gui.new_pie_node()

creates a new pie node

Dynamically create a new pie node.

PARAMETERS

pos -

vector3 | vector4 node position

size -

vector3 node size

RETURN

node -

node new box node


gui.new_spine_node()

creates a new spine node

Dynamically create a new spine node.

PARAMETERS

pos -

vector3 | vector4 node position

spine_scene -

string | hash spine scene id

RETURN

node -

node new spine node


gui.new_text_node()

creates a new text node

Dynamically create a new text node.

PARAMETERS

pos -

vector3 | vector4 node position

text -

string node text

RETURN

node -

node new text node


gui.new_texture()

create new texture

Dynamically create a new texture.

PARAMETERS

texture -

string | hash texture id

width -

number texture width

height -

number texture height

type -

string | constant texture type

buffer -

string texture data

flip -

boolean flip texture vertically

RETURN

success -

boolean texture creation was successful

EXAMPLES

How to create a texture and apply it to a new box node:

function init(self)
     local w = 200
     local h = 300

     -- A nice orange. String with the RGB values.
     local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)

     -- Create the texture. Repeat the color string for each pixel.
     if gui.new_texture("orange_tx", w, h, "rgb", string.rep(orange, w * h)) then
         -- Create a box node and apply the texture to it.
         local n = gui.new_box_node(vmath.vector3(200, 200, 0), vmath.vector3(w, h, 0))
         gui.set_texture(n, "orange_tx")
     else
         -- Could not create texture...
         ...
     end
end


gui.pick_node()

determines if the node is pickable by the supplied coordinates

Tests whether a coordinate is within the bounding box of a node.

PARAMETERS

node -

node node to be tested for picking

x -

number x-coordinate (see on_input )

y -

number y-coordinate (see on_input )

RETURN

pickable -

boolean pick result


gui.play_flipbook()

play node flipbook animation

Play flipbook animation on a box or pie node. The current node texture must contain the animation. Use this function to set one-frame still images on the node.

PARAMETERS

node -

node node to set animation for

animation -

string | hash animation id

[complete_function] -

function(self, node) optional function to call when the animation has completed

self

object The current object.

node

node The node that is animated.

[play_properties] -

table optional table with properties

offset
number The normalized initial value of the animation cursor when the animation starts playing
playback_rate
number The rate with which the animation will be played. Must be positive

EXAMPLES

Set the texture of a node to a flipbook animation from an atlas:

local function anim_callback(self, node)
    -- Take action after animation has played.
end

function init(self)
    -- Create a new node and set the texture to a flipbook animation
    local node = gui.get_node("button_node")
    gui.set_texture(node, "gui_sprites")
    gui.play_flipbook(node, "animated_button")
end

Set the texture of a node to an image from an atlas:

-- Create a new node and set the texture to a "button.png" from atlas
local node = gui.get_node("button_node")
gui.set_texture(node, "gui_sprites")
gui.play_flipbook(node, "button")


gui.play_particlefx()

Plays a particle fx

Plays the paricle fx for a gui node

PARAMETERS

node -

node node to play particle fx for

[emitter_state_function] -

function(self, node, emitter, state) optional callback function that will be called when an emitter attached to this particlefx changes state.

self
object The current object
node
hash The particle fx node, or nil if the node was deleted
emitter
hash The id of the emitter
state
constant the new state of the emitter:

EXAMPLES

How to play a particle fx when a gui node is created. The callback receives the gui node, the hash of the id of the emitter, and the new state of the emitter as particlefx.EMITTER_STATE_.

local function emitter_state_change(self, node, emitter, state)
  if emitter == hash("exhaust") and state == particlefx.EMITTER_STATE_POSTSPAWN then
    -- exhaust is done spawning particles...
  end
end

function init(self)
    gui.play_particlefx(gui.get_node("particlefx"), emitter_state_change)
end


gui.play_spine_anim()

play a spine animation

Starts a spine animation.

PARAMETERS

node -

node spine node that should play the animation

animation_id -

string | hash id of the animation to play

playback -

constant playback mode

[play_properties] -

table optional table with properties

blend_duration
number The duration of a linear blend between the current and new animation
offset
number The normalized initial value of the animation cursor when the animation starts playing
playback_rate
number The rate with which the animation will be played. Must be positive

[complete_function] -

function(self, node) function to call when the animation has completed


gui.reset_keyboard()

resets on-display keyboard if available

Resets the input context of keyboard. This will clear marked text.


gui.reset_nodes()

resets all nodes to initial state

Resets all nodes in the current GUI scene to their initial state. The reset only applies to static node loaded from the scene. Nodes that are created dynamically from script are not affected.


gui.set_adjust_mode()

sets node adjust mode

Sets the adjust mode on a node. The adjust mode defines how the node will adjust itself to screen resolutions that differs from the one in the project settings.

PARAMETERS

node -

node node to set adjust mode for

adjust_mode -

constant adjust mode to set


gui.set_blend_mode()

sets node blend mode

Set the blend mode of a node. Blend mode defines how the node will be blended with the background.

PARAMETERS

node -

node node to set blend mode for

blend_mode -

constant blend mode to set


gui.set_clipping_inverted()

sets node clipping inversion

If node is set as an inverted clipping node, it will clip anything inside as opposed to outside.

PARAMETERS

node -

node node to set clipping inverted state for

inverted -

boolean true or false


gui.set_clipping_mode()

sets node clipping mode state

Clipping mode defines how the node will clipping it's children nodes

PARAMETERS

node -

node node to set clipping mode for

clipping_mode -

constant clipping mode to set


gui.set_clipping_visible()

sets node clipping visibility

If node is set as an visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually.

PARAMETERS

node -

node node to set clipping visibility for

visible -

boolean true or false


gui.set_color()

sets the node color

Sets the color of the supplied node. The components of the supplied vector3 or vector4 should contain the color channel values:

Component Color value
x Red value
y Green value
z Blue value
w vector4 Alpha value

PARAMETERS

node -

node node to set the color for

color -

vector3 | vector4 new color


gui.set_enabled()

enables/disables a node

Sets a node to the disabled or enabled state. Disabled nodes are not rendered and animations acting on them are not evaluated.

PARAMETERS

node -

node node to be enabled/disabled

enabled -

boolean whether the node should be enabled or not


gui.set_fill_angle()

sets the angle for the filled pie sector

Set the sector angle of a pie node.

PARAMETERS

node -

node node to set the fill angle for

angle -

number sector angle


gui.set_flipbook_cursor()

sets the normalized cursor of the animation on a node with flipbook animation

This is only useful nodes with flipbook animations. The cursor is normalized.

PARAMETERS

node -

node node to set the cursor for

cursor -

number cursor value


gui.set_flipbook_playback_rate()

sets the playback rate of the flipbook animation on a node

This is only useful nodes with flipbook animations. Sets the playback rate of the flipbook animation on a node. Must be positive.

PARAMETERS

node -

node node to set the cursor for

playback_rate -

number playback rate


gui.set_font()

sets the node font

This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.

PARAMETERS

node -

node node for which to set the font

font -

string | hash font id


gui.set_id()

sets the id of the specified node

Set the id of the specicied node to a new value. Nodes created with the gui.new_*_node() functions get an empty id. This function allows you to give dynamically created nodes an id.

No checking is done on the uniqueness of supplied ids. It is up to you to make sure you use unique ids.

PARAMETERS

node -

node node to set the id for

id -

string | hash id to set

EXAMPLES

Create a new node and set its id:

local pos = vmath.vector3(100, 100, 0)
local size = vmath.vector3(100, 100, 0)
local node = gui.new_box_node(pos, size)
gui.set_id(node, "my_new_node")


gui.set_inherit_alpha()

sets the node inherit alpha state

PARAMETERS

node -

node node from which to set the inherit alpha state

inherit_alpha -

boolean true or false


gui.set_inner_radius()

sets the pie inner radius

Sets the inner radius of a pie node. The radius is defined along the x-axis.

PARAMETERS

node -

node node to set the inner radius for

radius -

number inner radius


gui.set_layer()

sets the node layer

The layer must be mapped to the gui scene in the gui editor.

PARAMETERS

node -

node node for which to set the layer

layer -

string | hash layer id


gui.set_leading()

sets the leading of the text node

Sets the leading value for a text node. This value is used to scale the line spacing of text.

PARAMETERS

node -

node node for which to set the leading

leading -

number a scaling value for the line spacing (default=1)


gui.set_line_break()

set line-break mode

Sets the line-break mode on a text node. This is only useful for text nodes.

PARAMETERS

node -

node node to set line-break for

line_break -

boolean true or false


gui.set_outer_bounds()

sets the pie node outer bounds mode

Sets the outer bounds mode for a pie node.

PARAMETERS

node -

node node for which to set the outer bounds mode

bounds_mode -

constant the outer bounds mode of the pie node:


gui.set_outline()

sets the node outline color

Sets the outline color of the supplied node. See gui.set_color for info how vectors encode color values.

PARAMETERS

node -

node node to set the outline color for

color -

vector3 | vector4 new outline color


gui.set_parent()

sets the parent of the node

Sets the parent node of the specified node.

PARAMETERS

node -

node node for which to set its parent

parent -

node parent node to set

keep_scene_transform -

boolean optional flag to make the scene position being perserved


gui.set_particlefx()

Sets a particle fx

Set the paricle fx for a gui node

PARAMETERS

node -

node node to set particle fx for

particlefx -

hash | string particle fx id


gui.set_perimeter_vertices()

sets the number of generated vertices around the perimeter

Sets the number of generated vertices around the perimeter of a pie node.

PARAMETERS

node -

node pie node

vertices -

number vertex count


gui.set_pivot()

sets the pivot of a node

The pivot specifies how the node is drawn and rotated from its position.

PARAMETERS

node -

node node to set pivot for

pivot -

constant pivot constant


gui.set_position()

sets the node position

Sets the position of the supplied node.

PARAMETERS

node -

node node to set the position for

position -

vector3 | vector4 new position


gui.set_render_order()

sets the render ordering for the current GUI scene

Set the order number for the current GUI scene. The number dictates the sorting of the "gui" render predicate, in other words in which order the scene will be rendered in relation to other currently rendered GUI scenes.

The number must be in the range 0 to 15.

PARAMETERS

order -

number rendering order (0-15)


gui.set_rotation()

sets the node rotation

Sets the rotation of the supplied node. The rotation is expressed in degree Euler angles.

PARAMETERS

node -

node node to set the rotation for

rotation -

vector3 | vector4 new rotation


gui.set_scale()

sets the node scale

Sets the scaling of the supplied node.

PARAMETERS

node -

node node to set the scale for

scale -

vector3 | vector4 new scale


gui.set_shadow()

sets the node shadow color

Sets the shadow color of the supplied node. See gui.set_color for info how vectors encode color values.

PARAMETERS

node -

node node to set the shadow color for

color -

vector3 | vector4 new shadow color


gui.set_size()

sets the node size

Sets the size of the supplied node.

You can only set size on nodes with size mode set to SIZE_MODE_MANUAL

PARAMETERS

node -

node node to set the size for

size -

vector3 | vector4 new size


gui.set_size_mode()

sets node size mode

Sets the size mode of a node. The size mode defines how the node will adjust itself in size. Automatic size mode alters the node size based on the node's content. Automatic size mode works for Box nodes and Pie nodes which will both adjust their size to match the assigned image. Spine, Particle fx and Text nodes will ignore any size mode setting.

PARAMETERS

node -

node node to set size mode for

size_mode -

constant size mode to set


gui.set_slice9()

set the slice9 configuration for the node

Set the slice9 configuration values for the node.

PARAMETERS

node -

node node to manipulate

values -

vector4 new values


gui.set_spine_cursor()

sets the normalized cursor of the animation on a spine node

This is only useful for spine nodes. The cursor is normalized.

PARAMETERS

node -

node spine node to set the cursor for

cursor -

number cursor value


gui.set_spine_playback_rate()

sets the playback rate of the animation on a spine node

This is only useful for spine nodes. Sets the playback rate of the animation on a spine node. Must be positive.

PARAMETERS

node -

node spine node to set the cursor for

playback_rate -

number playback rate


gui.set_spine_scene()

sets the spine scene of a node

Set the spine scene on a spine node. The spine scene must be mapped to the gui scene in the gui editor.

PARAMETERS

node -

node node to set spine scene for

spine_scene -

string | hash spine scene id


gui.set_spine_skin()

sets the spine skin

Sets the spine skin on a spine node.

PARAMETERS

node -

node node to set the spine skin on

spine_skin -

string | hash spine skin id

[spine_slot] -

string | hash optional slot id to only change a specific slot

EXAMPLES

Change skin of a Spine node

function init(self)
  gui.set_spine_skin(gui.get_node("spine_node"), "monster")
end

Change only part of the Spine to a different skin.

function monster_transform_arm(self)
  -- The player is transforming into a monster, begin with changing the arm.
  gui.set_spine_skin(gui.get_node("spine_node"), "monster", "left_arm_slot")
end


gui.set_text()

sets the node text

Set the text value of a text node. This is only useful for text nodes.

PARAMETERS

node -

node node to set text for

text -

string text to set


gui.set_texture()

sets the node texture

Set the texture on a box or pie node. The texture must be mapped to the gui scene in the gui editor. The function points out which texture the node should render from. If the texture is an atlas, further information is needed to select which image/animation in the atlas to render. In such cases, use gui.play_flipbook() in addition to this function.

PARAMETERS

node -

node node to set texture for

texture -

string | hash texture id

EXAMPLES

To set a texture (or animation) from an atlas:

local node = gui.get_node("box_node")
gui.set_texture(node, "my_atlas")
gui.play_flipbook(node, "image")

Set a dynamically created texture to a node. Note that there is only one texture image in this case so gui.set_texture() is sufficient.

local w = 200
local h = 300
-- A nice orange. String with the RGB values.
local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)
-- Create the texture. Repeat the color string for each pixel.
if gui.new_texture("orange_tx", w, h, "rgb", string.rep(orange, w * h)) then
    local node = gui.get_node("box_node")
    gui.set_texture(node, "orange_tx")
end


gui.set_texture_data()

set the buffer data for a texture

Set the texture buffer data for a dynamically created texture.

PARAMETERS

texture -

string | hash texture id

width -

number texture width

height -

number texture height

type -

string | constant texture type

buffer -

string texture data

flip -

boolean flip texture vertically

RETURN

success -

boolean setting the data was successful

EXAMPLES

function init(self)
     local w = 200
     local h = 300

     -- Create a dynamic texture, all white.
     if gui.new_texture("dynamic_tx", w, h, "rgb", string.rep(string.char(0xff), w * h * 3)) then
         -- Create a box node and apply the texture to it.
         local n = gui.new_box_node(vmath.vector3(200, 200, 0), vmath.vector3(w, h, 0))
         gui.set_texture(n, "dynamic_tx")

         ...

         -- Change the data in the texture to a nice orange.
         local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)
         if gui.set_texture_data("dynamic_tx", w, h, "rgb", string.rep(orange, w * h)) then
             -- Go on and to more stuff
             ...
         end
     else
         -- Something went wrong
         ...
     end
end


gui.set_tracking()

sets the tracking of the text node

Sets the tracking value of a text node. This value is used to adjust the vertical spacing of characters in the text.

PARAMETERS

node -

node node for which to set the tracking

tracking -

number a scaling number for the letter spacing (default=0)


gui.set_xanchor()

sets the x-anchor of a node

The x-anchor specifies how the node is moved when the game is run in a different resolution.

PARAMETERS

node -

node node to set x-anchor for

anchor -

constant anchor constant


gui.set_yanchor()

sets the y-anchor of a node

The y-anchor specifies how the node is moved when the game is run in a different resolution.

PARAMETERS

node -

node node to set y-anchor for

anchor -

constant anchor constant


gui.show_keyboard()

shows the on-display keyboard if available

Shows the on-display touch keyboard. The specified type of keyboard is displayed if it is available on the device.

This function is only available on iOS and Android. .

PARAMETERS

type -

constant keyboard type

autoclose -

boolean if the keyboard should automatically close when clicking outside


gui.stop_particlefx()

Stops a particle fx

Stops the particle fx for a gui node

PARAMETERS

node -

node node to stop particle fx for


init()

called when a gui component is initialized

This is a callback-function, which is called by the engine when a gui component is initialized. It can be used to set the initial state of the script and gui scene.

PARAMETERS

self -

object reference to the script state to be used for storing data

EXAMPLES

function init(self)
    -- set up useful data
    self.my_value = 1
end


layout_changed

reports a layout change

This message is broadcast to every GUI component when a layout change has been initiated on device.

PARAMETERS

id -

hash the id of the layout the engine is changing to

previous_id -

hash the id of the layout the engine is changing from

EXAMPLES

function on_message(self, message_id, message, sender)
   if message_id == hash("layout_changed") and message.id == hash("Landscape") then
       -- switching layout to "Landscape"...
       ...
   end
end


on_input()

called when user input is received

This is a callback-function, which is called by the engine when user input is sent to the instance of the gui component. It can be used to take action on the input, e.g. modify the gui according to the input.

For an instance to obtain user input, it must first acquire input focus through the message acquire_input_focus.

Any instance that has obtained input will be put on top of an input stack. Input is sent to all listeners on the stack until the end of stack is reached, or a listener returns true to signal that it wants input to be consumed.

See the documentation of acquire_input_focus for more information.

The action parameter is a table containing data about the input mapped to the action_id. For mapped actions it specifies the value of the input and if it was just pressed or released. Actions are mapped to input in an input_binding-file.

Mouse movement is specifically handled and uses nil as its action_id. The action only contains positional parameters in this case, such as x and y of the pointer.

Here is a brief description of the available table fields:

Field Description
value The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement.
pressed If the input was pressed this frame. This is not present for mouse movement.
released If the input was released this frame. This is not present for mouse movement.
repeated If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement.
x The x value of a pointer device, if present.
y The y value of a pointer device, if present.
screen_x The screen space x value of a pointer device, if present.
screen_y The screen space y value of a pointer device, if present.
dx The change in x value of a pointer device, if present.
dy The change in y value of a pointer device, if present.
screen_dx The change in screen space x value of a pointer device, if present.
screen_dy The change in screen space y value of a pointer device, if present.
gamepad The index of the gamepad device that provided the input.
touch List of touch input, one element per finger, if present. See table below about touch input

Touch input table:

Field Description
id A number identifying the touch input during its duration.
pressed True if the finger was pressed this frame.
released True if the finger was released this frame.
tap_count Number of taps, one for single, two for double-tap, etc
x The x touch location.
y The y touch location.
dx The change in x value.
dy The change in y value.
acc_x Accelerometer x value (if present).
acc_y Accelerometer y value (if present).
acc_z Accelerometer z value (if present).

PARAMETERS

self -

object reference to the script state to be used for storing data

action_id -

hash id of the received input action, as mapped in the input_binding-file

action -

table a table containing the input data, see above for a description

RETURN

[consume] -

boolean optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false

EXAMPLES

function on_input(self, action_id, action)
    -- check for input
    if action_id == hash("my_action") then
        -- take appropritate action
        self.my_value = action.value
    end
    -- consume input
    return true
end


on_message()

called when a message has been sent to the gui component

This is a callback-function, which is called by the engine whenever a message has been sent to the gui component. It can be used to take action on the message, e.g. update the gui or send a response back to the sender of the message.

The message parameter is a table containing the message data. If the message is sent from the engine, the documentation of the message specifies which data is supplied.

See the update function for examples on how to use this callback-function.

PARAMETERS

self -

object reference to the script state to be used for storing data

message_id -

hash id of the received message

message -

table a table containing the message data


on_reload()

called when the gui script is reloaded

This is a callback-function, which is called by the engine when the gui script is reloaded, e.g. from the editor. It can be used for live development, e.g. to tweak constants or set up the state properly for the script.

PARAMETERS

self -

object reference to the script state to be used for storing data

EXAMPLES

function on_reload(self)
    -- restore some color (or similar)
    gui.set_color(gui.get_node("my_node"), self.my_original_color)
end


update()

called every frame to update the gui component

This is a callback-function, which is called by the engine every frame to update the state of a gui component. It can be used to perform any kind of gui related tasks, e.g. animating nodes.

PARAMETERS

self -

object reference to the script state to be used for storing data

dt -

number the time-step of the frame update

EXAMPLES

This example demonstrates how to update a text node that displays game score in a counting fashion. It is assumed that the gui component receives messages from the game when a new score is to be shown.

function init(self)
    -- fetch the score text node for later use (assumes it is called "score")
    self.score_node = gui.get_node("score")
    -- keep track of the current score counted up so far
    self.current_score = 0
    -- keep track of the target score we should count up to
    self.target_score = 0
    -- how fast we will update the score, in score/second
    self.score_update_speed = 1
end

function update(self, dt)
    -- check if target score is more than current score
    if self.current_score < self.target_score
        -- increment current score according to the speed
        self.current_score = self.current_score + dt * self.score_update_speed
        -- check if we went past the target score, clamp current score in that case
        if self.current_score > self.target_score then
            self.current_score = self.target_score
        end
        -- update the score text node
        gui.set_text(self.score_node, "" .. math.floor(self.current_score))
    end
end

function on_message(self, message_id, message, sender)
    -- check the message
    if message_id == hash("set_score") then
        self.target_score = message.score
    end
end