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UI.Area

Name Mandatory Description Default Type
⬅️ Input The input of the shard, if any Any
Output ➡️ The resulting output of the shard Any
Contents No The UI contents. none NoneShard[Shard]
Position No Defines the position of the UI element. If 'Anchor' is set, this acts as a relative offset (X/Y). Accepts fixed and variable float2 types. none NoneFloat2Var(Float2)
Pivot No Specifies the pivot point of the UI element. Can be any predefined anchor type or variable. none NoneAnchorVar(Anchor)
Anchor No Determines the side of the screen where the UI element is anchored. Accepts predefined anchor types or variables. none NoneAnchorVar(Anchor)
Order No Sets the rendering layer for the UI element. The default layer is 'background'. none Order
Constrain No Constrains the UI element to remain within the screen boundaries. Accepts a boolean value. false Bool
ForcedSize No Force area to be the given size, will update the area state none NoneFloat2Var(Float2)

Places UI element at a specific position.

Examples

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GFX.MainWindow(Contents: {
  // Setup
  GFX.DrawQueue = ui-draw-queue
  GFX.UIPass(ui-draw-queue) >> render-steps

  // UI
  UI({
    UI.Area(Anchor: Anchor::TopLeft Contents: {
      "TopLeft" | UI.Label
    })
    UI.Area(Anchor: Anchor::Top Contents: {
      "Top" | UI.Label
    })
    UI.Area(Anchor: Anchor::TopRight Contents: {
      "TopRight" | UI.Label(Wrap: false)
    })
    UI.Area(Anchor: Anchor::Left Contents: {
      "Left" | UI.Label
    })
    UI.Area(Anchor: Anchor::Center Contents: {
      "Center" | UI.Label
    })
    UI.Area(Anchor: Anchor::Right Contents: {
      "Right" | UI.Label
    })
    UI.Area(Anchor: Anchor::BottomLeft Contents: {
      "BottomLeft" | UI.Label
    })
    UI.Area(Anchor: Anchor::Bottom Contents: {
      "Bottom" | UI.Label
    })
    UI.Area(Anchor: Anchor::BottomRight Contents: {
      "BottomRight" | UI.Label(Wrap: false)
    })
  })

  UI.Render(ui-draw-queue)

  GFX.Render(Steps: render-steps)
})

[warning] Context has 2 buffers at release (2 released, 2 kept)
[warning] Context has 5 textures at release (1 released, 5 kept)