Button#

type krpc_UI_Button_t#

A button that the user can click. Added to a krpc_UI_Canvas_t or a krpc_UI_Panel_t.

krpc_error_t krpc_UI_Button_RectTransform(krpc_connection_t connection, krpc_UI_RectTransform_t *returnValue, krpc_UI_Button_t instance)#

The rect transform for the UI object.

krpc_error_t krpc_UI_Button_LayoutElement(krpc_connection_t connection, krpc_UI_LayoutElement_t *returnValue, krpc_UI_Button_t instance)#

How much space the UI object asks a layout for.

Note

Only has an effect when the object is in a panel that has a layout. A canvas is not inside a layout and does not have one.

krpc_error_t krpc_UI_Button_Visible(krpc_connection_t connection, bool *returnValue, krpc_UI_Button_t instance)#
krpc_error_t krpc_UI_Button_set_Visible(krpc_connection_t connection, krpc_UI_Button_t instance, bool value)#

Whether the UI object is visible.

Note

This is the object’s own setting, which is what it was last set to. An object is only drawn when everything it is inside is visible as well, so an interface can be built with its parts visible, inside a panel that is not, and shown all at once by making that panel visible.

krpc_error_t krpc_UI_Button_Text(krpc_connection_t connection, krpc_UI_Text_t *returnValue, krpc_UI_Button_t instance)#

The text for the button.

krpc_error_t krpc_UI_Button_Clicked(krpc_connection_t connection, bool *returnValue, krpc_UI_Button_t instance)#
krpc_error_t krpc_UI_Button_set_Clicked(krpc_connection_t connection, krpc_UI_Button_t instance, bool value)#

Whether the button has been clicked.

Note

This property is set to true when the user clicks the button. A client script should reset the property to false in order to detect subsequent button presses.

krpc_error_t krpc_UI_Button_Pressed(krpc_connection_t connection, bool *returnValue, krpc_UI_Button_t instance)#

Whether the user is holding the button down right now.

Note

True from the button being pressed until the pointer is released, however far it has moved by then. Polling this repeats an action for as long as the button is held, for nudging a value; krpc_UI_Button_Clicked() reports each completed click instead.

krpc_error_t krpc_UI_Button_Interactable(krpc_connection_t connection, bool *returnValue, krpc_UI_Button_t instance)#
krpc_error_t krpc_UI_Button_set_Interactable(krpc_connection_t connection, krpc_UI_Button_t instance, bool value)#

Whether the control responds to the user.

Note

A control that is not interactable is drawn grayed out and ignores the user, but is still visible. Set its visibility to false to hide it instead.

krpc_error_t krpc_UI_Button_Color(krpc_connection_t connection, krpc_StdLib_ColorRGBA_t *returnValue, krpc_UI_Button_t instance)#
krpc_error_t krpc_UI_Button_set_Color(krpc_connection_t connection, krpc_UI_Button_t instance, const krpc_StdLib_ColorRGBA_t *value)#

The color the control is tinted with. White, the default, leaves the control drawn as the skin has it.

Note

The tint multiplies the sprite the control is drawn with, in every state, so a control can show a state of its own, an engaged autopilot for instance, by color. It is applied to the part of the control that responds to the user: the body of a button, dropdown or input field, the box of a toggle, and the handle of a slider. A control’s label is tinted through the color of its text.

krpc_error_t krpc_UI_Button_Tooltip(krpc_connection_t connection, char **returnValue, krpc_UI_Button_t instance)#
krpc_error_t krpc_UI_Button_set_Tooltip(krpc_connection_t connection, krpc_UI_Button_t instance, const char *value)#

A short piece of text shown beside the pointer while it rests on the control. Empty, the default, shows nothing.

krpc_error_t krpc_UI_Button_Remove(krpc_connection_t connection, krpc_UI_Button_t instance)#

Remove the UI object.