luxe: ui/image.control
import "luxe: ui/image.control" for Datano docs found
Variables
Section titled “Variables”var image : Asset = nullvar color : Color = [1, 1, 1, 1]var angle : Num = 0var pixelated : Bool = falsevar fit : UIImageFit = UIImageFit.fillvar uv : Float4 = [0, 0, 1, 1]var material : Asset = nullUIImage
Section titled “UIImage”import "luxe: ui/image.control" for UIImage
UIImageis a type ofControlmade to display images.var image = UIImage.create(ui)UIImage.set_image(image, Assets.image("path/to/image"))//setup positioning etc with `Control.___`
UIImage.create(.)
Section titled “UIImage.create(.)”UIImage.create(ui_entity : Entity) : UIImageCreate a new UIImage control.
UIImage.set_image(..)
Section titled “UIImage.set_image(..)”UIImage.set_image(control : UIImage, image : Image) : NoneSet image of
UIImagecontrol (usesUIImageFlags.nonewith linear interpolation). Setting an image will reset any set custom material and use an internal material created from theluxe: material_basis/ui_solidbasis instead.
UIImage.set_image(…)
Section titled “UIImage.set_image(…)”UIImage.set_image(control : UIImage, image : Image, flags : UIImageFlags) : NoneSet displayed image of
UIImagecontrol. The flags determine what sampler is used to read the image. Setting an image will reset any set custom material and use an internal material created from theluxe: material_basis/ui_solidbasis instead.var image = UIImage.create(ui)UIImage.set_image(image, Assets.image("path/to/image"), UIImageFlags.pixelated)
UIImage.get_image(.)
Section titled “UIImage.get_image(.)”UIImage.get_image(control : UIImage) : ImageGet currently displayed image of
UIImage
UIImage.set_material(..)
Section titled “UIImage.set_material(..)”UIImage.set_material(control : UIImage, material : Material) : NoneSet the material used to render the
UIImage. Setting a custom material will reset the controls image, so you need to author that via the inputs on your material.
UIImage.set_uv(…)
Section titled “UIImage.set_uv(…)”UIImage.set_uv(control : UIImage, left : Num, top : Num, right : Num, bottom : Num) : NoneSet the uv bounds, default is (0, 0, 1, 1). Drawing only top left of the image would be (0.5, 0.5, 1, 1).
UIImage.set_color(..)
Section titled “UIImage.set_color(..)”UIImage.set_color(control : UIImage, color : Color) : NoneSet the tint color of the
UIImage. Communicated to the shader via vertex colors.
UIImage.get_color(.)
Section titled “UIImage.get_color(.)”UIImage.get_color(control : UIImage) : ColorGet the current tint color of the
UIImage.
UIImage.set_angle(..)
Section titled “UIImage.set_angle(..)”UIImage.set_angle(control : UIImage, degrees : Num) : NoneSet the angle of the
UIImagecontrol. Note that this will not affect child controls.
UIImage.set_fit(..)
Section titled “UIImage.set_fit(..)”UIImage.set_fit(control : UIImage, fit : UIImageFit) : NoneSet the fit mode
UIImage.get_fit(.)
Section titled “UIImage.get_fit(.)”UIImage.get_fit(control : UIImage) : UIImageFitGet the fit mode
UIImageFit
Section titled “UIImageFit”import "luxe: ui/image.control" for UIImageFitno docs found
UIImageFit.fill
Section titled “UIImageFit.fill”UIImageFit.fill : unknownno docs found
UIImageFit.contain
Section titled “UIImageFit.contain”UIImageFit.contain : unknownno docs found
UIImageFit.cover
Section titled “UIImageFit.cover”UIImageFit.cover : unknownno docs found
UIImageFit.keep_width
Section titled “UIImageFit.keep_width”UIImageFit.keep_width : unknownno docs found
UIImageFit.keep_height
Section titled “UIImageFit.keep_height”UIImageFit.keep_height : unknownno docs found