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A small antialiased vector graphics rendering library for OpenGL. Also includes NanoSVG, a simple SVG parser.

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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.nanovg;

import javax.annotation.*;

import java.nio.*;

import org.lwjgl.system.*;

import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.MemoryUtil.*;

public class OUI {

    /**
     * 
Enum values:
* *
    *
  • {@link #UI_USERMASK USERMASK} - * these bits, starting at bit 24, can be safely assigned by the application, e.g. as item types, other event types, drop targets, etc. * *

    They can be set and queried using {@link #uiSetFlags SetFlags} and {@link #uiGetFlags GetFlags}.

    *
  • *
  • {@link #UI_ANY ANY} - a special mask passed to {@link #uiFindItem FindItem}
  • *
*/ public static final int UI_USERMASK = 0xFF000000, UI_ANY = 0xFFFFFFFF; /** * Item states as returned by {@link #uiGetState GetState}. ({@code UIitemState}) * *
Enum values:
* *
    *
  • {@link #UI_COLD COLD} - the item is inactive
  • *
  • {@link #UI_HOT HOT} - the item is inactive, but the cursor is hovering over this item
  • *
  • {@link #UI_ACTIVE ACTIVE} - the item is toggled, activated, focused (depends on item kind)
  • *
  • {@link #UI_FROZEN FROZEN} - the item is unresponsive
  • *
*/ public static final int UI_COLD = 0, UI_HOT = 1, UI_ACTIVE = 2, UI_FROZEN = 3; /** * Container flags to pass to {@link #uiSetBox SetBox}. ({@code UIboxFlags}) * *
Enum values:
* *
    *
  • {@link #UI_ROW ROW} - left to right
  • *
  • {@link #UI_COLUMN COLUMN} - top to bottom
  • *
  • {@link #UI_LAYOUT LAYOUT} - free layout
  • *
  • {@link #UI_FLEX FLEX} - flex model
  • *
  • {@link #UI_NOWRAP NOWRAP} - single-line
  • *
  • {@link #UI_WRAP WRAP} - multi-line, wrap left to right
  • *
  • {@link #UI_START START} - justify-content (start, end, center, space-between) at start of row/column
  • *
  • {@link #UI_MIDDLE MIDDLE} - at center of row/column
  • *
  • {@link #UI_END END} - at end of row/column
  • *
  • {@link #UI_JUSTIFY JUSTIFY} - insert spacing to stretch across whole row/column
  • *
*/ public static final int UI_ROW = 0x002, UI_COLUMN = 0x003, UI_LAYOUT = 0x000, UI_FLEX = 0x002, UI_NOWRAP = 0x000, UI_WRAP = 0x004, UI_START = 0x008, UI_MIDDLE = 0x000, UI_END = 0x010, UI_JUSTIFY = 0x018; /** * Child layout flags to pass to {@link #uiSetLayout SetLayout}. ({@code UIlayoutFlags}) * *
Enum values:
* *
    *
  • {@link #UI_LEFT LEFT} - anchor to left item or left side of parent
  • *
  • {@link #UI_TOP TOP} - anchor to top item or top side of parent
  • *
  • {@link #UI_RIGHT RIGHT} - anchor to right item or right side of parent
  • *
  • {@link #UI_DOWN DOWN} - anchor to bottom item or bottom side of parent
  • *
  • {@link #UI_HFILL HFILL} - anchor to both left and right item or parent borders
  • *
  • {@link #UI_VFILL VFILL} - anchor to both top and bottom item or parent borders
  • *
  • {@link #UI_HCENTER HCENTER} - center horizontally, with left margin as offset
  • *
  • {@link #UI_VCENTER VCENTER} - center vertically, with top margin as offset
  • *
  • {@link #UI_CENTER CENTER} - center in both directions, with left/top margin as offset
  • *
  • {@link #UI_FILL FILL} - anchor to all four directions
  • *
  • {@link #UI_BREAK BREAK} - * when wrapping, put this element on a new line. * *

    Wrapping layout code auto-inserts {@code UI_BREAK} flags, drawing routines can read them with {@link #uiGetLayout GetLayout}.

    *
  • *
*/ public static final int UI_LEFT = 0x020, UI_TOP = 0x040, UI_RIGHT = 0x080, UI_DOWN = 0x100, UI_HFILL = 0x0a0, UI_VFILL = 0x140, UI_HCENTER = 0x000, UI_VCENTER = 0x000, UI_CENTER = 0x000, UI_FILL = 0x1e0, UI_BREAK = 0x200; /** * Event flags. ({@code UIevent}) * *
Enum values:
* *
    *
  • {@link #UI_BUTTON0_DOWN BUTTON0_DOWN} - on button 0 down
  • *
  • {@link #UI_BUTTON0_UP BUTTON0_UP} - on button 0 up when this event has a handler, {@link #uiGetState GetState} will return {@link #UI_ACTIVE ACTIVE} as long as button 0 is down
  • *
  • {@link #UI_BUTTON0_HOT_UP BUTTON0_HOT_UP} - * on button 0 up while item is hovered when this event has a handler, {@link #uiGetState GetState} will return {@link #UI_ACTIVE ACTIVE} when the cursor is hovering the items * rectangle; this is the behavior expected for buttons *
  • *
  • {@link #UI_BUTTON0_CAPTURE BUTTON0_CAPTURE} - item is being captured (button 0 constantly pressed); when this event has a handler, {@link #uiGetState GetState} will return {@link #UI_ACTIVE ACTIVE} as long as button 0 is down
  • *
  • {@link #UI_BUTTON2_DOWN BUTTON2_DOWN} - on button 2 down (right mouse button, usually triggers context menu)
  • *
  • {@link #UI_SCROLL SCROLL} - item has received a scrollwheel event the accumulated wheel offset can be queried with {@link #uiGetScroll GetScroll}
  • *
  • {@link #UI_KEY_DOWN KEY_DOWN} - item is focused and has received a key-down event the respective key can be queried using {@link #uiGetKey GetKey} and {@link #uiGetModifier GetModifier}
  • *
  • {@link #UI_KEY_UP KEY_UP} - item is focused and has received a key-up event the respective key can be queried using {@link #uiGetKey GetKey} and {@link #uiGetModifier GetModifier}
  • *
  • {@link #UI_CHAR CHAR} - item is focused and has received a character event the respective character can be queried using {@link #uiGetKey GetKey}
  • *
*/ public static final int UI_BUTTON0_DOWN = 0x0400, UI_BUTTON0_UP = 0x0800, UI_BUTTON0_HOT_UP = 0x1000, UI_BUTTON0_CAPTURE = 0x2000, UI_BUTTON2_DOWN = 0x4000, UI_SCROLL = 0x8000, UI_KEY_DOWN = 0x10000, UI_KEY_UP = 0x20000, UI_CHAR = 0x40000; static { LibNanoVG.initialize(); } protected OUI() { throw new UnsupportedOperationException(); } // --- [ uiCreateContext ] --- /** * Creates a new UI context; call {@link #uiMakeCurrent MakeCurrent} to make this context the current context. * *

The context is managed by the client and must be released using {@link #uiDestroyContext DestroyContext}.

* * @param item_capacity the maximum number of items that can be declared. 4096 is a good starting value. * @param buffer_capacity the maximum total size of bytes that can be allocated using {@link #uiAllocHandle AllocHandle}; you may pass 0 if you don't need to allocate handles. {@code (1<<20)} * is a good starting value. */ @NativeType("UIcontext *") public static native long uiCreateContext(@NativeType("unsigned int") int item_capacity, @NativeType("unsigned int") int buffer_capacity); // --- [ uiMakeCurrent ] --- /** Selects an UI context as the current context; a context must always be selected before using any of the other UI functions. */ public static native void uiMakeCurrent(@NativeType("UIcontext *") long ctx); // --- [ uiDestroyContext ] --- /** Unsafe version of: {@link #uiDestroyContext DestroyContext} */ public static native void nuiDestroyContext(long ctx); /** Releases the memory of an UI context created with {@link #uiCreateContext CreateContext}; if the context is the current context, the current context will be set to {@code NULL}. */ public static void uiDestroyContext(@NativeType("UIcontext *") long ctx) { if (CHECKS) { check(ctx); } nuiDestroyContext(ctx); } // --- [ uiGetContext ] --- /** Returns the currently selected context or {@code NULL}. */ @NativeType("UIcontext *") public static native long uiGetContext(); // --- [ uiSetCursor ] --- /** Sets the current cursor position (usually belonging to a mouse) to the screen coordinates at {@code (x,y)}. */ public static native void uiSetCursor(int x, int y); // --- [ uiGetCursor ] --- /** Unsafe version of: {@link #uiGetCursor GetCursor} */ public static native void nuiGetCursor(long __result); /** Returns the current cursor position in screen coordinates as set by {@link #uiSetCursor SetCursor}. */ @NativeType("UIvec2") public static UIVec2 uiGetCursor(@NativeType("UIvec2") UIVec2 __result) { nuiGetCursor(__result.address()); return __result; } // --- [ uiGetCursorDelta ] --- /** Unsafe version of: {@link #uiGetCursorDelta GetCursorDelta} */ public static native void nuiGetCursorDelta(long __result); /** Returns the offset of the cursor relative to the last call to {@link #uiProcess Process}. */ @NativeType("UIvec2") public static UIVec2 uiGetCursorDelta(@NativeType("UIvec2") UIVec2 __result) { nuiGetCursorDelta(__result.address()); return __result; } // --- [ uiGetCursorStart ] --- /** Unsafe version of: {@link #uiGetCursorStart GetCursorStart} */ public static native void nuiGetCursorStart(long __result); /** Returns the beginning point of a drag operation. */ @NativeType("UIvec2") public static UIVec2 uiGetCursorStart(@NativeType("UIvec2") UIVec2 __result) { nuiGetCursorStart(__result.address()); return __result; } // --- [ uiGetCursorStartDelta ] --- /** Unsafe version of: {@link #uiGetCursorStartDelta GetCursorStartDelta} */ public static native void nuiGetCursorStartDelta(long __result); /** Returns the offset of the cursor relative to the beginning point of a drag operation. */ @NativeType("UIvec2") public static UIVec2 uiGetCursorStartDelta(@NativeType("UIvec2") UIVec2 __result) { nuiGetCursorStartDelta(__result.address()); return __result; } // --- [ uiSetButton ] --- /** Unsafe version of: {@link #uiSetButton SetButton} */ public static native void nuiSetButton(int button, int mod, int enabled); /** * Sets a mouse or gamepad button as pressed/released button is in the range {@code 0..63} and maps to an application defined input source. * * @param mod an application defined set of flags for modifier keys * @param enabled is 1 for pressed, 0 for released */ public static void uiSetButton(@NativeType("unsigned int") int button, @NativeType("unsigned int") int mod, @NativeType("int") boolean enabled) { nuiSetButton(button, mod, enabled ? 1 : 0); } // --- [ uiGetButton ] --- /** Unsafe version of: {@link #uiGetButton GetButton} */ public static native int nuiGetButton(int button); /** * Returns the current state of an application dependent input button as set by {@link #uiSetButton SetButton}. * * @return 1 if the button has been set to pressed, 0 for released */ @NativeType("int") public static boolean uiGetButton(@NativeType("unsigned int") int button) { return nuiGetButton(button) != 0; } // --- [ uiGetClicks ] --- /** Returns the number of chained clicks; 1 is a single click, 2 is a double click, etc. */ public static native int uiGetClicks(); // --- [ uiSetKey ] --- /** Unsafe version of: {@link #uiSetKey SetKey} */ public static native void nuiSetKey(int key, int mod, int enabled); /** * Sets a key as down/up; the key can be any application defined {@code keycode}. * *

All key events are being buffered until the next call to {@link #uiProcess Process}.

* * @param mod an application defined set of flags for modifier keys * @param enabled 1 for key down, 0 for key up */ public static void uiSetKey(@NativeType("unsigned int") int key, @NativeType("unsigned int") int mod, @NativeType("int") boolean enabled) { nuiSetKey(key, mod, enabled ? 1 : 0); } // --- [ uiSetChar ] --- /** * Sends a single character for text input; the character is usually in the unicode range, but can be application defined. * *

All char events are being buffered until the next call to {@link #uiProcess Process}.

*/ public static native void uiSetChar(@NativeType("unsigned int") int value); // --- [ uiSetScroll ] --- /** * Accumulates scroll wheel offsets for the current frame. * *

All offsets are being accumulated until the next call to {@link #uiProcess Process}.

*/ public static native void uiSetScroll(int x, int y); // --- [ uiGetScroll ] --- /** Unsafe version of: {@link #uiGetScroll GetScroll} */ public static native void nuiGetScroll(long __result); /** Returns the currently accumulated scroll wheel offsets for this frame */ @NativeType("UIvec2") public static UIVec2 uiGetScroll(@NativeType("UIvec2") UIVec2 __result) { nuiGetScroll(__result.address()); return __result; } // --- [ uiBeginLayout ] --- /** * Clears the item buffer. * *

{@code uiBeginLayout()} should be called before the first UI declaration for this frame to avoid concatenation of the same UI multiple times. After the * call, all previously declared item IDs are invalid, and all application dependent context data has been freed.

* *

{@code uiBeginLayout()} must be followed by {@link #uiEndLayout EndLayout}.

*/ public static native void uiBeginLayout(); // --- [ uiEndLayout ] --- /** * Layout all added items starting from the root item 0. * *

After calling {@code uiEndLayout()}, no further modifications to the item tree should be done until the next call to {@link #uiBeginLayout BeginLayout}. It is safe to * immediately draw the items after a call to {@code uiEndLayout()}.

* *

This is an {@code O(N)} operation for {@code N = number of declared items}.

*/ public static native void uiEndLayout(); // --- [ uiUpdateHotItem ] --- /** Updates the current hot item; this only needs to be called if items are kept for more than one frame and {@link #uiEndLayout EndLayout} is not called. */ public static native void uiUpdateHotItem(); // --- [ uiProcess ] --- /** * Updates the internal state according to the current cursor position and button states, and call all registered handlers. * *

No further modifications to the item tree should be done until the next call to {@link #uiBeginLayout BeginLayout}. Items should be drawn before a call to * {@code uiProcess()}.

* *

This is an {@code O(N)} operation for {@code N = number of declared items}.

* * @param timestamp the time in milliseconds relative to the last call to {@code uiProcess()} and is used to estimate the threshold for double-clicks after calling * {@code uiProcess()}. */ public static native void uiProcess(int timestamp); // --- [ uiClearState ] --- /** * Resets the currently stored hot/active etc. handles. * *

This should be called when a re-declaration of the UI changes the item indices, to avoid state related glitches because item identities have changed.

*/ public static native void uiClearState(); // --- [ uiItem ] --- /** Creates a new UI item and return the new item's ID. */ public static native int uiItem(); // --- [ uiSetFrozen ] --- /** Unsafe version of: {@link #uiSetFrozen SetFrozen} */ public static native void nuiSetFrozen(int item, int enable); /** * Sets an items state to frozen. * *

The UI will not recurse into frozen items when searching for hot or active items; subsequently, frozen items and their child items will not cause mouse * event notifications. The frozen state is not applied recursively; {@link #uiGetState GetState} will report {@link #UI_COLD COLD} for child items. Upon encountering a frozen item, the * drawing routine needs to handle rendering of child items appropriately.

*/ public static void uiSetFrozen(int item, @NativeType("int") boolean enable) { nuiSetFrozen(item, enable ? 1 : 0); } // --- [ uiSetHandle ] --- /** * Sets the application-dependent handle of an item. * * @param handle an application defined 64-bit handle. If {@code NULL}, the item will not be interactive. */ public static native void uiSetHandle(int item, @NativeType("void *") long handle); // --- [ uiAllocHandle ] --- /** Unsafe version of: {@link #uiAllocHandle AllocHandle} */ public static native long nuiAllocHandle(int item, int size); /** * Allocates space for application-dependent context data and assign it as the handle to the item. * *

The memory of the pointer is managed by the UI context and released upon the next call to {@link #uiBeginLayout BeginLayout}.

*/ @Nullable @NativeType("void *") public static ByteBuffer uiAllocHandle(int item, @NativeType("unsigned int") int size) { long __result = nuiAllocHandle(item, size); return memByteBufferSafe(__result, size); } // --- [ uiSetHandler ] --- /** Unsafe version of: {@link #uiSetHandler SetHandler} */ public static native void nuiSetHandler(long handler); /** * Sets the global handler callback for interactive items. * *

The handler will be called for each item whose event flags are set using {@link #uiSetEvents SetEvents}.

*/ public static void uiSetHandler(@NativeType("UIhandler") UIHandlerI handler) { nuiSetHandler(handler.address()); } // --- [ uiSetEvents ] --- /** @param flags designates for which events the handler should be called. One or more of:
{@link #UI_BUTTON0_DOWN BUTTON0_DOWN}{@link #UI_BUTTON0_UP BUTTON0_UP}{@link #UI_BUTTON0_HOT_UP BUTTON0_HOT_UP}{@link #UI_BUTTON0_CAPTURE BUTTON0_CAPTURE}{@link #UI_BUTTON2_DOWN BUTTON2_DOWN}{@link #UI_SCROLL SCROLL}{@link #UI_KEY_DOWN KEY_DOWN}{@link #UI_KEY_UP KEY_UP}
{@link #UI_CHAR CHAR}
*/ public static native void uiSetEvents(int item, @NativeType("unsigned int") int flags); // --- [ uiSetFlags ] --- /** @param flags a user-defined set of flags defined by {@link #UI_USERMASK USERMASK} */ public static native void uiSetFlags(int item, @NativeType("unsigned int") int flags); // --- [ uiInsert ] --- /** * Assigns an item to a container. * *

An item ID of 0 refers to the root item. The function searches for the last item and calls {@link #uiAppend Append} on it, which is an {@code O(N)} operation for * {@code N} siblings. It is usually more efficient to call {@code uiInser}t() for the first child, then chain additional siblings using * {@code uiAppend()}.

* * @return the child item ID if the container has already added items */ public static native int uiInsert(int item, int child); // --- [ uiAppend ] --- /** * Assigns an item to the same container as another item. * * @param sibling inserted after {@code item} */ public static native int uiAppend(int item, int sibling); // --- [ uiInsertBack ] --- /** * Inserts child into container item like {@link #uiInsert Insert}, but prepend it to the first child item, effectively putting it in the background. * *

It is efficient to call {@code uiInsertBack()} repeatedly in cases where drawing or layout order doesn't matter.

*/ public static native int uiInsertBack(int item, int child); // --- [ uiInsertFront ] --- /** Same as {@link #uiInsert Insert}. */ public static native int uiInsertFront(int item, int child); // --- [ uiSetSize ] --- /** * Sets the size of the item. * *

A size of 0 indicates the dimension to be dynamic; if the size is set, the item can not expand beyond that size.

*/ public static native void uiSetSize(int item, int w, int h); // --- [ uiSetLayout ] --- /** * Sets the anchoring behavior of the item to one or multiple {@code UIlayoutFlags}. * * @param flags one or more of:
{@link #UI_LEFT LEFT}{@link #UI_TOP TOP}{@link #UI_RIGHT RIGHT}{@link #UI_DOWN DOWN}{@link #UI_HFILL HFILL}{@link #UI_VFILL VFILL}{@link #UI_HCENTER HCENTER}{@link #UI_VCENTER VCENTER}{@link #UI_CENTER CENTER}{@link #UI_FILL FILL}{@link #UI_BREAK BREAK}
*/ public static native void uiSetLayout(int item, @NativeType("unsigned int") int flags); // --- [ uiSetBox ] --- /** * Sets the box model behavior of the item to one or multiple {@code UIboxFlags}. * * @param flags one or more of:
{@link #UI_ROW ROW}{@link #UI_COLUMN COLUMN}{@link #UI_LAYOUT LAYOUT}{@link #UI_FLEX FLEX}{@link #UI_NOWRAP NOWRAP}{@link #UI_WRAP WRAP}{@link #UI_START START}{@link #UI_MIDDLE MIDDLE}{@link #UI_END END}{@link #UI_JUSTIFY JUSTIFY}
*/ public static native void uiSetBox(int item, @NativeType("unsigned int") int flags); // --- [ uiSetMargins ] --- /** Unsafe version of: {@link #uiSetMargins SetMargins} */ public static native void nuiSetMargins(int item, short l, short t, short r, short b); /** * Sets the left, top, right and bottom margins of an item. * *

When the item is anchored to the parent or another item, the margin controls the distance from the neighboring element.

*/ public static void uiSetMargins(int item, @NativeType("short") int l, @NativeType("short") int t, @NativeType("short") int r, @NativeType("short") int b) { nuiSetMargins(item, (short)l, (short)t, (short)r, (short)b); } // --- [ uiFocus ] --- /** * Sets item as recipient of all keyboard events. * * @param item if -1, no item will be focused */ public static native void uiFocus(int item); // --- [ uiFirstChild ] --- /** * Returns the first child item of a container item. * *

If the item is not a container or does not contain any items, -1 is returned.

* * @param item if 0, the first child item of the root item will be returned */ public static native int uiFirstChild(int item); // --- [ uiNextSibling ] --- /** * Returns an items next sibling in the list of the parent containers children. * *

If {@code item} is 0 or the item is the last child item, -1 will be returned.

*/ public static native int uiNextSibling(int item); // --- [ uiGetItemCount ] --- /** Returns the total number of allocated items */ public static native int uiGetItemCount(); // --- [ uiGetAllocSize ] --- /** Returns the total bytes that have been allocated by {@link #uiAllocHandle AllocHandle} */ @NativeType("unsigned int") public static native int uiGetAllocSize(); // --- [ uiGetState ] --- /** * Returns the current state of the item. * *

This state is only valid after a call to {@link #uiProcess Process}. The returned value is one of {@link #UI_COLD COLD}, {@link #UI_HOT HOT}, {@link #UI_ACTIVE ACTIVE}, {@link #UI_FROZEN FROZEN}.

*/ @NativeType("UIitemState") public static native int uiGetState(int item); // --- [ uiGetHandle ] --- /** Returns the application-dependent handle of the item as passed to {@link #uiSetHandle SetHandle} or {@link #uiAllocHandle AllocHandle}. */ @NativeType("void *") public static native long uiGetHandle(int item); // --- [ uiGetHotItem ] --- /** Returns the item that is currently under the cursor or -1 for none. */ public static native int uiGetHotItem(); // --- [ uiGetFocusedItem ] --- /** Returns the item that is currently focused or -1 for none. */ public static native int uiGetFocusedItem(); // --- [ uiFindItem ] --- /** * Returns the topmost item containing absolute location {@code (x,y)}, starting with {@code item} as parent, using a set of flags and masks as filter. * *

If both {@code flags} and {@code mask} are {@link #UI_ANY ANY}, the first topmost item is returned. If {@code mask} is {@link #UI_ANY ANY}, the first topmost item matching * any of flags is returned. otherwise the first item matching {@code (item.flags & flags) == mask} is returned. You may combine box, layout, * event and user flags. Frozen items will always be ignored.

*/ public static native int uiFindItem(int item, int x, int y, @NativeType("unsigned int") int flags, @NativeType("unsigned int") int mask); // --- [ uiGetHandler ] --- /** Unsafe version of: {@link #uiGetHandler GetHandler} */ public static native long nuiGetHandler(); /** Returns the handler callback as passed to {@link #uiSetHandler SetHandler} */ @Nullable @NativeType("UIhandler") public static UIHandler uiGetHandler() { return UIHandler.createSafe(nuiGetHandler()); } // --- [ uiGetEvents ] --- /** Returns the event flags for an item as passed to {@link #uiSetEvents SetEvents} */ @NativeType("unsigned int") public static native int uiGetEvents(int item); // --- [ uiGetFlags ] --- /** Returns the user-defined flags for an item as passed to {@link #uiSetFlags SetFlags} */ @NativeType("unsigned int") public static native int uiGetFlags(int item); // --- [ uiGetKey ] --- /** When handling a {@code KEY_DOWN/KEY_UP} event: the key that triggered this event. */ @NativeType("unsigned int") public static native int uiGetKey(); // --- [ uiGetModifier ] --- /** When handling a keyboard or mouse event: the active modifier keys. */ @NativeType("unsigned int") public static native int uiGetModifier(); // --- [ uiGetRect ] --- /** Unsafe version of: {@link #uiGetRect GetRect} */ public static native void nuiGetRect(int item, long __result); /** * Returns the items layout rectangle in absolute coordinates. * *

If {@code uiGetRect()} is called before {@link #uiEndLayout EndLayout}, the values of the returned rectangle are undefined.

*/ @NativeType("UIrect") public static UIRect uiGetRect(int item, @NativeType("UIrect") UIRect __result) { nuiGetRect(item, __result.address()); return __result; } // --- [ uiContains ] --- /** Unsafe version of: {@link #uiContains Contains} */ public static native int nuiContains(int item, int x, int y); /** Returns 1 if an items absolute rectangle contains a given coordinate, otherwise 0. */ @NativeType("int") public static boolean uiContains(int item, int x, int y) { return nuiContains(item, x, y) != 0; } // --- [ uiGetWidth ] --- /** Returns the width of the item as set by {@link #uiSetSize SetSize}. */ public static native int uiGetWidth(int item); // --- [ uiGetHeight ] --- /** Return the height of the item as set by {@link #uiSetSize SetSize}. */ public static native int uiGetHeight(int item); // --- [ uiGetLayout ] --- /** Returns the anchoring behavior as set by {@link #uiSetLayout SetLayout}. */ @NativeType("unsigned int") public static native int uiGetLayout(int item); // --- [ uiGetBox ] --- /** Returns the box model as set by {@link #uiSetBox SetBox}. */ @NativeType("unsigned int") public static native int uiGetBox(int item); // --- [ uiGetMarginLeft ] --- /** Returns the left margin of the item as set with {@link #uiSetMargins SetMargins}. */ public static native short uiGetMarginLeft(int item); // --- [ uiGetMarginTop ] --- /** Returns the top margin of the item as set with {@link #uiSetMargins SetMargins}. */ public static native short uiGetMarginTop(int item); // --- [ uiGetMarginRight ] --- /** Returns the right margin of the item as set with {@link #uiSetMargins SetMargins}. */ public static native short uiGetMarginRight(int item); // --- [ uiGetMarginDown ] --- /** Returns the bottom margin of the item as set with {@link #uiSetMargins SetMargins}. */ public static native short uiGetMarginDown(int item); // --- [ uiRecoverItem ] --- /** * When {@link #uiBeginLayout BeginLayout} is called, the most recently declared items are retained. When {@link #uiEndLayout EndLayout} completes, it matches the old item hierarchy to the new * one and attempts to map old items to new items as well as possible. When passed an item Id from the previous frame, {@code uiRecoverItem()} returns the * item's new assumed Id, or -1 if the item could not be mapped. It is valid to pass -1 as item. */ public static native int uiRecoverItem(int olditem); // --- [ uiRemapItem ] --- /** * In cases where it is important to recover old state over changes in the view, and the built-in remapping fails, the UI declaration can manually remap * old items to new IDs in cases where e.g. the previous item ID has been temporarily saved; {@code uiRemapItem()} would then be called after creating the * new item using {@link #uiItem Item}. */ public static native void uiRemapItem(int olditem, int newitem); // --- [ uiGetLastItemCount ] --- /** Returns the number if items that have been allocated in the last frame. */ public static native int uiGetLastItemCount(); }




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