Skyline Lua API
Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
|
#include <LUA_API_UI.h>
Public Member Functions | |
void | newText (string lable_ID, posx, posy) |
This function creates a new text lable set to the position passed in the argument. More... | |
void | text (string lable_ID, string text) |
Change the lables text to the contents passed in the argument text. More... | |
void | setFontSize (int size) |
Sets the font to a new size. More... | |
int | setColor (string lable_ID, float r, float g, float b) |
Sets the color of the text to the color specified in the arguments rgb. More... | |
int | enableDefaultUI (int state) |
Use this function to set the visibility of the Default Editor UI. More... | |
int | setLayerVisible (string lable_ID, int state) |
This function can set the visibility of the text lable. More... | |
int | setLayer (string layer_ID) |
By calling this function you set the layer to be used for any proceeding text processes. More... | |
void | newLayer (string layer_ID) |
Use this function to create a new text layer. Once created any new text opertations will be performed to this layer. More... | |
void | deleteLayer (string layer_ID) |
Delete the specified layer. More... | |
The following ui functions can be used to display basic game play data, very light weight and handy when prototyping a game idea.
Use as ui.function()
For more information on how these functions can be used please visit the User Manual - http://www.chi-ad.com/Skyline/SDN/
Here is an example script file that shows UI Layer in use.
Use the Keys :
J - make UI1 Layer visible and UI2 Layer invisible.
K - make UI1 Layer invisible and UI2 Layer visible.
L - show both UI1 Layer and UI2 Layer.
M - Delete UI2 Layer.
obj = 0 -- | Define a variable for our object ID function onInit(objID) obj = objID; ui.newLayer("ui1"); ui.setLayer("ui1"); ui.setFontSize(14); ui.newText("ui1",100,100); ui.setColor("ui1", 1, 0, 0); ui.text("ui1", "NEW TEXT 1"); ui.setLayerVisible("ui1",1); ui.enableDefaultUI(0); ui.newLayer("ui2"); ui.setLayer("ui2"); ui.setFontSize(14); ui.newText("ui2",10,10); ui.setColor("ui2", 0, 1, 0); ui.text("ui2", "NEW TEXT 2"); ui.setLayerVisible("ui2",0); end function onKeyDown( key ) if(key=="j") then ui.setLayerVisible("ui1",1); ui.setLayerVisible("ui2",0); end if(key=="k") then ui.setLayerVisible("ui1",0); ui.setLayerVisible("ui2",1); end if(key=="l") then ui.setLayerVisible("ui1",1); ui.setLayerVisible("ui2",1); end if(key=="m") then ui.deleteLayer("ui2"); end end function onStop() ui.enableDefaultUI(1); ui.setLayerVisible("ui1",0); ui.setLayerVisible("ui2",0); end
void ui::deleteLayer | ( | string | layer_ID | ) |
Delete the specified layer.
layer_ID | : The layer id to delete. |
The following is a Small Example on how to use this function:
function onInit(objID) layer_ID = "ui2"; ui.deleteLayer(layer_ID); end
int ui::enableDefaultUI | ( | int | state | ) |
Use this function to set the visibility of the Default Editor UI.
state | :Set state to 0 = disable, 1 = enable |
The following is a Small Example on how to use this function:
function onInit(objID) ui.enableDefaultUI(1); end
void ui::newLayer | ( | string | layer_ID | ) |
Use this function to create a new text layer. Once created any new text opertations will be performed to this layer.
layer_ID | : The layer id to create. |
The following is a Small Example on how to use this function:
function onInit(objID) ui.newLayer("ui2"); end
void ui::newText | ( | string | lable_ID, |
posx | , | ||
posy | |||
) |
This function creates a new text lable set to the position passed in the argument.
lable_ID | :Provide a lable id to the lable that you want to change. |
posx | :Screen X position to place the text |
posy | :Screen Y position to place the text |
The following is a Small Example on how to use this function:
function onInit(objID) ui.newText("ui",10,10); end
int ui::setColor | ( | string | lable_ID, |
float | r, | ||
float | g, | ||
float | b | ||
) |
Sets the color of the text to the color specified in the arguments rgb.
lable_ID | : The id name of the lable. |
r | :The red component of the color |
g | :The green component of the color |
b | :The blue component of the color |
To Set the Color of the text, you will need to call this function before calling ui.text();
The following is a Small Example on how to use this function:
function onInit(objID) ui.setColor("lable_ID", r, g, b); end
void ui::setFontSize | ( | int | size | ) |
Sets the font to a new size.
size | :size to set the font |
Available Sizes:
size = 9
size = 14
size = 24
To set the Font Size of a new Text Label. You will need to call this function first and then call ui.newText();
The following is a Small Example on how to use this function:
function onInit(objID) ui.setFontSize(14); end
int ui::setLayer | ( | string | layer_ID | ) |
By calling this function you set the layer to be used for any proceeding text processes.
layer_ID | : The layer id to set proceeding text operations to. |
The following is a Small Example on how to use this function:
function onInit(objID) ui.setLayer("ui2"); end
int ui::setLayerVisible | ( | string | lable_ID, |
int | state | ||
) |
This function can set the visibility of the text lable.
lable_ID | : The id name of the lable. |
state | :Set state to 0 = hide, 1 = show |
The following is a Small Example on how to use this function:
function onInit(objID) ui.setLayerVisible(lable_ID,1); end
void ui::text | ( | string | lable_ID, |
string | text | ||
) |
Change the lables text to the contents passed in the argument text.
lable_ID | :Set the name of the lable you would like to access. |
text | :The text to displayed on the screen |
The following is a Small Example on how to use this function:
function onInit(objID) ui.text("ui", "My new Text!"); end