### YamlMime:ManagedReference
items:
- uid: TinyLife.Uis.Menus
commentId: T:TinyLife.Uis.Menus
id: Menus
parent: TinyLife.Uis
children:
- TinyLife.Uis.Menus.CreateHouseholdPreview(TinyLife.World.Map,System.String,Microsoft.Xna.Framework.Point,System.Single,Microsoft.Xna.Framework.Color,System.Boolean,System.Func{System.String,TinyLife.World.ExportedHousehold})
- TinyLife.Uis.Menus.CreateLotPreview(TinyLife.World.Map,System.String,Microsoft.Xna.Framework.Point,System.Single,Microsoft.Xna.Framework.Color,System.Boolean,System.Func{System.String,TinyLife.World.ExportedLot})
- TinyLife.Uis.Menus.GamepadHint(MLEM.Ui.Anchor,System.Func{TinyLife.Options,Microsoft.Xna.Framework.Input.Buttons},Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Func{System.Boolean})
- TinyLife.Uis.Menus.MenuBackground(System.Single,System.Single,System.Single,System.Single)
- TinyLife.Uis.Menus.Transition(System.Action,System.Action,TinyLife.Uis.Menus.TransitionType,TinyLife.Uis.Menus.TransitionType,System.Single,System.Single,System.Single,System.Nullable{Microsoft.Xna.Framework.Color})
langs:
- csharp
- vb
name: Menus
nameWithType: Menus
fullName: TinyLife.Uis.Menus
type: Class
assemblies:
- Tiny Life
namespace: TinyLife.Uis
summary: A set of static methods to deal with and in-game menus
example: []
syntax:
content: public static class Menus
content.vb: Public Module Menus
inheritance:
- System.Object
inheritedMembers:
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
- uid: TinyLife.Uis.Menus.Transition(System.Action,System.Action,TinyLife.Uis.Menus.TransitionType,TinyLife.Uis.Menus.TransitionType,System.Single,System.Single,System.Single,System.Nullable{Microsoft.Xna.Framework.Color})
commentId: M:TinyLife.Uis.Menus.Transition(System.Action,System.Action,TinyLife.Uis.Menus.TransitionType,TinyLife.Uis.Menus.TransitionType,System.Single,System.Single,System.Single,System.Nullable{Microsoft.Xna.Framework.Color})
id: Transition(System.Action,System.Action,TinyLife.Uis.Menus.TransitionType,TinyLife.Uis.Menus.TransitionType,System.Single,System.Single,System.Single,System.Nullable{Microsoft.Xna.Framework.Color})
parent: TinyLife.Uis.Menus
langs:
- csharp
- vb
name: Transition(Action, Action, TransitionType, TransitionType, float, float, float, Color?)
nameWithType: Menus.Transition(Action, Action, Menus.TransitionType, Menus.TransitionType, float, float, float, Color?)
fullName: TinyLife.Uis.Menus.Transition(System.Action, System.Action, TinyLife.Uis.Menus.TransitionType, TinyLife.Uis.Menus.TransitionType, float, float, float, Microsoft.Xna.Framework.Color?)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Uis
summary: >-
Displays a screen transition that includes a fade out, an inbetween
action, followed by a fade back in and an after
action.
Whether a transition is currently active can be checked for using .
example: []
syntax:
content: public static void Transition(Action inbetween = null, Action after = null, Menus.TransitionType outType = TransitionType.Swipe, Menus.TransitionType inType = TransitionType.Swipe, float outSpeed = 0.05, float inSpeed = 0.05, float waitInbetween = 0.15, Color? color = null)
parameters:
- id: inbetween
type: System.Action
description: The action that is invoked while the screen is faded out, or null to invoke no action.
- id: after
type: System.Action
description: The action that is invoked after the full fade routine completes, or null to invoke no action.
- id: outType
type: TinyLife.Uis.Menus.TransitionType
description: The used for fading out.
- id: inType
type: TinyLife.Uis.Menus.TransitionType
description: The used for fading in.
- id: outSpeed
type: System.Single
description: The speed with which outType
is displayed per frame.
- id: inSpeed
type: System.Single
description: The speed with which inType
is displayed per frame.
- id: waitInbetween
type: System.Single
description: The amount of time to wait while the screen is faded out.
- id: color
type: System.Nullable{Microsoft.Xna.Framework.Color}
description: The color that the fade should have, or null to use black.
content.vb: Public Shared Sub Transition(inbetween As Action = Nothing, after As Action = Nothing, outType As Menus.TransitionType = TransitionType.Swipe, inType As Menus.TransitionType = TransitionType.Swipe, outSpeed As Single = 0.05, inSpeed As Single = 0.05, waitInbetween As Single = 0.15, color As Color? = Nothing)
overload: TinyLife.Uis.Menus.Transition*
exceptions:
- type: System.InvalidOperationException
commentId: T:System.InvalidOperationException
description: Thrown when a fade is already happening when this method is called.
nameWithType.vb: Menus.Transition(Action, Action, Menus.TransitionType, Menus.TransitionType, Single, Single, Single, Color?)
fullName.vb: TinyLife.Uis.Menus.Transition(System.Action, System.Action, TinyLife.Uis.Menus.TransitionType, TinyLife.Uis.Menus.TransitionType, Single, Single, Single, Microsoft.Xna.Framework.Color?)
name.vb: Transition(Action, Action, TransitionType, TransitionType, Single, Single, Single, Color?)
- uid: TinyLife.Uis.Menus.GamepadHint(MLEM.Ui.Anchor,System.Func{TinyLife.Options,Microsoft.Xna.Framework.Input.Buttons},Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Func{System.Boolean})
commentId: M:TinyLife.Uis.Menus.GamepadHint(MLEM.Ui.Anchor,System.Func{TinyLife.Options,Microsoft.Xna.Framework.Input.Buttons},Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Func{System.Boolean})
id: GamepadHint(MLEM.Ui.Anchor,System.Func{TinyLife.Options,Microsoft.Xna.Framework.Input.Buttons},Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Func{System.Boolean})
parent: TinyLife.Uis.Menus
langs:
- csharp
- vb
name: GamepadHint(Anchor, Func, Vector2, Vector2?, Func)
nameWithType: Menus.GamepadHint(Anchor, Func, Vector2, Vector2?, Func)
fullName: TinyLife.Uis.Menus.GamepadHint(MLEM.Ui.Anchor, System.Func, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2?, System.Func)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Uis
summary: >-
Returns a new image that displays information about what gamepad can be pressed to invoke an action.
This image is automatically hidden if gamepad controls are not currently being used, or if shouldHide
returns true.
example: []
syntax:
content: public static Image GamepadHint(Anchor anchor, Func button, Vector2 positionOffset = default, Vector2? size = null, Func shouldHide = null)
parameters:
- id: anchor
type: MLEM.Ui.Anchor
description: The anchor for the image.
- id: button
type: System.Func{TinyLife.Options,Microsoft.Xna.Framework.Input.Buttons}
description: A function that returns the button that should be displayed.
- id: positionOffset
type: Microsoft.Xna.Framework.Vector2
description: The position offset for the image.
- id: size
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The size of the image, or null for the image to be 12 pixels big.
- id: shouldHide
type: System.Func{System.Boolean}
description: A function that determines whether the hint should currently be hidden, or null to only hide it when gamepad controls are not currently being used.
return:
type: MLEM.Ui.Elements.Image
description: The created gamepad hint image.
content.vb: Public Shared Function GamepadHint(anchor As Anchor, button As Func(Of Options, Buttons), positionOffset As Vector2 = Nothing, size As Vector2? = Nothing, shouldHide As Func(Of Boolean) = Nothing) As Image
overload: TinyLife.Uis.Menus.GamepadHint*
nameWithType.vb: Menus.GamepadHint(Anchor, Func(Of Options, Buttons), Vector2, Vector2?, Func(Of Boolean))
fullName.vb: TinyLife.Uis.Menus.GamepadHint(MLEM.Ui.Anchor, System.Func(Of TinyLife.Options, Microsoft.Xna.Framework.Input.Buttons), Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2?, System.Func(Of Boolean))
name.vb: GamepadHint(Anchor, Func(Of Options, Buttons), Vector2, Vector2?, Func(Of Boolean))
- uid: TinyLife.Uis.Menus.MenuBackground(System.Single,System.Single,System.Single,System.Single)
commentId: M:TinyLife.Uis.Menus.MenuBackground(System.Single,System.Single,System.Single,System.Single)
id: MenuBackground(System.Single,System.Single,System.Single,System.Single)
parent: TinyLife.Uis.Menus
langs:
- csharp
- vb
name: MenuBackground(float, float, float, float)
nameWithType: Menus.MenuBackground(float, float, float, float)
fullName: TinyLife.Uis.Menus.MenuBackground(float, float, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Uis
summary: Returns a that contains a menu background texture region, based on the given data.
example: []
syntax:
content: public static NinePatch MenuBackground(float x, float y, float width = 1, float height = 1)
parameters:
- id: x
type: System.Single
description: The x coordinate of the menu background section to return, which is expected to be between 0 and 1.
- id: y
type: System.Single
description: The y coordinate of the menu background section to return, which is expected to be between 0 and 1.
- id: width
type: System.Single
description: The width of the menu background section to return, which is expected to be between 1 and 2.
- id: height
type: System.Single
description: The height of the menu background section to return, which is expected to be between 1 and 2.
return:
type: MLEM.Textures.NinePatch
description: A that contains a menu background texture region.
content.vb: Public Shared Function MenuBackground(x As Single, y As Single, width As Single = 1, height As Single = 1) As NinePatch
overload: TinyLife.Uis.Menus.MenuBackground*
nameWithType.vb: Menus.MenuBackground(Single, Single, Single, Single)
fullName.vb: TinyLife.Uis.Menus.MenuBackground(Single, Single, Single, Single)
name.vb: MenuBackground(Single, Single, Single, Single)
- uid: TinyLife.Uis.Menus.CreateLotPreview(TinyLife.World.Map,System.String,Microsoft.Xna.Framework.Point,System.Single,Microsoft.Xna.Framework.Color,System.Boolean,System.Func{System.String,TinyLife.World.ExportedLot})
commentId: M:TinyLife.Uis.Menus.CreateLotPreview(TinyLife.World.Map,System.String,Microsoft.Xna.Framework.Point,System.Single,Microsoft.Xna.Framework.Color,System.Boolean,System.Func{System.String,TinyLife.World.ExportedLot})
id: CreateLotPreview(TinyLife.World.Map,System.String,Microsoft.Xna.Framework.Point,System.Single,Microsoft.Xna.Framework.Color,System.Boolean,System.Func{System.String,TinyLife.World.ExportedLot})
parent: TinyLife.Uis.Menus
langs:
- csharp
- vb
name: CreateLotPreview(Map, string, Point, float, Color, bool, Func)
nameWithType: Menus.CreateLotPreview(Map, string, Point, float, Color, bool, Func)
fullName: TinyLife.Uis.Menus.CreateLotPreview(TinyLife.World.Map, string, Microsoft.Xna.Framework.Point, float, Microsoft.Xna.Framework.Color, bool, System.Func)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Uis
summary: A helper method to create a instance that contains a rendered preview of an at the given file path.
example: []
syntax:
content: public static Func CreateLotPreview(Map map, string fileName, Point size, float tileScale, Color backgroundColor, bool async = true, Func load = null)
parameters:
- id: map
type: TinyLife.World.Map
description: The map to mock rendering the lot on.
- id: fileName
type: System.String
description: The file name of the file.
- id: size
type: Microsoft.Xna.Framework.Point
description: The size of the texture that should be returned.
- id: tileScale
type: System.Single
description: The scale that tiles should be rendered with.
- id: backgroundColor
type: Microsoft.Xna.Framework.Color
description: The background color to use for the texture.
- id: async
type: System.Boolean
description: Whether the should be loaded from disk asynchronously.
- id: load
type: System.Func{System.String,TinyLife.World.ExportedLot}
description: A function that can optionally be used to load the to draw. It receives the fileName
passed as an argument.
return:
type: System.Func{Microsoft.Xna.Framework.Graphics.Texture2D}
description: A function that gathers the generated texture. When first invoked, it is generated. Subsequent calls will return the same generated texture.
content.vb: Public Shared Function CreateLotPreview(map As Map, fileName As String, size As Point, tileScale As Single, backgroundColor As Color, async As Boolean = True, load As Func(Of String, ExportedLot) = Nothing) As Func(Of Texture2D)
overload: TinyLife.Uis.Menus.CreateLotPreview*
nameWithType.vb: Menus.CreateLotPreview(Map, String, Point, Single, Color, Boolean, Func(Of String, ExportedLot))
fullName.vb: TinyLife.Uis.Menus.CreateLotPreview(TinyLife.World.Map, String, Microsoft.Xna.Framework.Point, Single, Microsoft.Xna.Framework.Color, Boolean, System.Func(Of String, TinyLife.World.ExportedLot))
name.vb: CreateLotPreview(Map, String, Point, Single, Color, Boolean, Func(Of String, ExportedLot))
- uid: TinyLife.Uis.Menus.CreateHouseholdPreview(TinyLife.World.Map,System.String,Microsoft.Xna.Framework.Point,System.Single,Microsoft.Xna.Framework.Color,System.Boolean,System.Func{System.String,TinyLife.World.ExportedHousehold})
commentId: M:TinyLife.Uis.Menus.CreateHouseholdPreview(TinyLife.World.Map,System.String,Microsoft.Xna.Framework.Point,System.Single,Microsoft.Xna.Framework.Color,System.Boolean,System.Func{System.String,TinyLife.World.ExportedHousehold})
id: CreateHouseholdPreview(TinyLife.World.Map,System.String,Microsoft.Xna.Framework.Point,System.Single,Microsoft.Xna.Framework.Color,System.Boolean,System.Func{System.String,TinyLife.World.ExportedHousehold})
parent: TinyLife.Uis.Menus
langs:
- csharp
- vb
name: CreateHouseholdPreview(Map, string, Point, float, Color, bool, Func)
nameWithType: Menus.CreateHouseholdPreview(Map, string, Point, float, Color, bool, Func)
fullName: TinyLife.Uis.Menus.CreateHouseholdPreview(TinyLife.World.Map, string, Microsoft.Xna.Framework.Point, float, Microsoft.Xna.Framework.Color, bool, System.Func)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Uis
summary: A helper method that creates a preview of an at the given file path.
example: []
syntax:
content: public static Func CreateHouseholdPreview(Map map, string fileName, Point size, float scale, Color backgroundColor, bool async = true, Func load = null)
parameters:
- id: map
type: TinyLife.World.Map
description: The map to create the household preview on.
- id: fileName
type: System.String
description: The file name to load the from.
- id: size
type: Microsoft.Xna.Framework.Point
description: The size of the resulting preview image, in pixels.
- id: scale
type: System.Single
description: The scale that the household is drawn onto the preview image with.
- id: backgroundColor
type: Microsoft.Xna.Framework.Color
description: The color to use for the background of the preview image.
- id: async
type: System.Boolean
description: Whether the should be loaded from disk asynchronously.
- id: load
type: System.Func{System.String,TinyLife.World.ExportedHousehold}
description: A function that can optionally be used to load the to draw. It receives the fileName
passed as an argument.
return:
type: System.Func{Microsoft.Xna.Framework.Graphics.Texture2D}
description: A function that gathers the generated texture. When first invoked, it is generated. Subsequent calls will return the same generated texture.
content.vb: Public Shared Function CreateHouseholdPreview(map As Map, fileName As String, size As Point, scale As Single, backgroundColor As Color, async As Boolean = True, load As Func(Of String, ExportedHousehold) = Nothing) As Func(Of Texture2D)
overload: TinyLife.Uis.Menus.CreateHouseholdPreview*
nameWithType.vb: Menus.CreateHouseholdPreview(Map, String, Point, Single, Color, Boolean, Func(Of String, ExportedHousehold))
fullName.vb: TinyLife.Uis.Menus.CreateHouseholdPreview(TinyLife.World.Map, String, Microsoft.Xna.Framework.Point, Single, Microsoft.Xna.Framework.Color, Boolean, System.Func(Of String, TinyLife.World.ExportedHousehold))
name.vb: CreateHouseholdPreview(Map, String, Point, Single, Color, Boolean, Func(Of String, ExportedHousehold))
references:
- uid: MLEM.Ui
commentId: N:MLEM.Ui
isExternal: true
name: MLEM.Ui
nameWithType: MLEM.Ui
fullName: MLEM.Ui
spec.csharp:
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nameWithType.vb: Object.Equals(Object)
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