### 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.IsTransitioning - 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 , at which point this method will return false. example: [] syntax: content: public static bool 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. return: type: System.Boolean description: true if the transition was started or executed successfully, false if there is already an active transition. content.vb: Public Shared Function 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) As Boolean overload: TinyLife.Uis.Menus.Transition* 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.IsTransitioning commentId: M:TinyLife.Uis.Menus.IsTransitioning id: IsTransitioning parent: TinyLife.Uis.Menus langs: - csharp - vb name: IsTransitioning() nameWithType: Menus.IsTransitioning() fullName: TinyLife.Uis.Menus.IsTransitioning() type: Method assemblies: - Tiny Life namespace: TinyLife.Uis summary: Returns whether the UI is currently transitioning, ie whether a transition is active that was invoked through . example: [] syntax: content: public static bool IsTransitioning() return: type: System.Boolean description: Whether a transition is active. content.vb: Public Shared Function IsTransitioning() As Boolean overload: TinyLife.Uis.Menus.IsTransitioning* - 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: - uid: MLEM name: MLEM isExternal: true - name: . - 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