Windows - coldrockgames/gml-raptor GitHub Wiki
raptor offers a full fletched multi-window-management system.
A short feature list:
- Any number of windows open
- Choose, whether they are move and/or sizable
- Control, if the have an X, minimize, maximize button
- Window State changes are animated and offer callbacks
- All windows are of course fully skinnable
- You may even customize the animation, position and scaling, when a window gets minimized, see Window Animations
- Windows have their own ControlTree, and therefore support alignment, docking, spreading, ... all the features of the
UI_ROOT
control tree also work within windows
With this system you can easily simulate an entire windows-desktop, if you want. It is perfect for creating tools and apps. But of course, you can also easily pack your inventories, merchant dialogs, settings and everything else you can imagine into a window to have a seperate render area for your game content.
Windows can render in the UI Layer or the room coordinate space.
To support this huge feature load, Window
comes with a big number of variable definitions:
These are the variables, Window
adds to the list of variables of all UI controls.
Variable/Group | Description |
---|---|
center_on_open |
If true, the window will center itself on screen, when opened. Perfect for messages to the user. |
title...* |
The group of title variables defines the header text of the window with coloring, offset, height, alignment... |
*_button_* |
The button group defines the header buttons of the window, where "X" means the "close" button. |
on_* callbacks |
These are standard callbacks you may override to react on window events |
window_* |
This final group of variables defines, whether the user can move/size the window and how many pixels from each border of the window shall react for window-sizing (just like standard-windows-behavior). |