eDriven Framework API
DisplayObject Class
NamespaceseDriven.Gui.ComponentsDisplayObject
eDriven Framework API
The object that can be drawn on screen
It can be positioned on screen (using X and Y), sized (using Width and Height) and rendered (using the Draw() method)
Declaration Syntax
C#Visual BasicVisual C++
public abstract class DisplayObject : EventDispatcher, 
	IDrawable, IDataHost
Public MustInherit Class DisplayObject _
	Inherits EventDispatcher _
	Implements IDrawable, IDataHost
public ref class DisplayObject abstract : public EventDispatcher, 
	IDrawable, IDataHost
Members
All MembersConstructorsMethodsPropertiesFields



IconMemberDescription
DisplayObject()()()()
Initializes a new instance of the DisplayObject class

AddEventListener(String, EventHandler, EventPhase, Int32)
Adds the event listener
(Inherited from EventDispatcher.)
AddEventListener(String, EventHandler, EventPhase)
Adds the event listener
(Inherited from EventDispatcher.)
AddEventListener(String, EventHandler)
AddEventListener Overload Assumes that useCapturePhase is false
(Inherited from EventDispatcher.)
AddEventListener(String, EventHandler, Int32)
Adds the event listener
(Inherited from EventDispatcher.)
Alpha
Alpha

AutoDisposeData
Bounds
Bounds relative to Owner (bakes rect)

ColorEnd()()()()
ColorStart()()()()
ContainsPoint(Point, Boolean)
Works with global coordinates (*RARE*)
Returns true if bounds of this display object (or it's children if recursive) contains point
This could be overriden and for instance checked against circle bounds, or by GlobalBounds but slightly expanded (for mobile) e.g. return GlobalBounds.Expand(20).Contains(point);

Content
GUIContent This is the content used by Unity when rendering pieces of GUI GUIContent consists of icon and label

Data
The arbitrary data attached to this piece of GUI

DecreaseSkipFrameCount()()()()
Defer(DisplayObject..::..DeferedCall, Int32, array<Object>[]()[][])
Defers the function call for a given number of frames

DispatchEvent(Event, Boolean)
Dispatches an event with the option of late processing (immediate = TRUE/FALSE)
(Inherited from EventDispatcher.)
DispatchEvent(Event)
Dispatches an event immediatelly
(Inherited from EventDispatcher.)
Dispose()()()()
Releases all resources used by the DisplayObject
(Overrides EventDispatcher.Dispose()()()().)
Draw()()()()
EnqueueEvent(Event)
Adds an event to the queue The queue will be processed when ProcessQueue() manually executed
(Inherited from EventDispatcher.)
Equals(Object)
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
ExecuteListeners(Event)
Executes event handlers listening for a particular event type
(Inherited from EventDispatcher.)
Finalize()()()()
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
FirstShow
The event that fires when the component is shown for the first time

FocusRender()()()()
Post-draw logic Renders focus rectangle

FocusRenderSignal
The signal that emits just before the focus render

GetHashCode()()()()
Serves as a hash function for a particular type.
(Inherited from Object.)
GetType()()()()
Gets the type of the current instance.
(Inherited from Object.)
HasBubblingEventListener(String)
Returns true if there are any subscribers in bubbling hierarchy
Override in superclass
(Inherited from EventDispatcher.)
HasEventListener(String)
Returns true if EventDispatcher has any registered listeners for a specific type and phase
(Inherited from EventDispatcher.)
Height
The Height of the component

HideHandler
The event that fires when the component is hidden

Initialize()()()()
Initializes the component
Called by the parent upon first addition
Sets child's Owner and reference to Stage
Sets Skin

InitializeContent()()()()
Initializes GUI content

InitializeStyle()()()()
Initializes Style

InitTransform()()()()
InvalidateTransform()()()()
A lifecycle method Invalidates position

IsDefaultPrevented(String, Boolean)
Exposes the cancelable event to the outside if there are listeners for that event type If default prevented, returns false If not, returns true
(Inherited from EventDispatcher.)
IsDefaultPrevented(String)
No-bubbling version
(Inherited from EventDispatcher.)
LocalRenderingRect
The rendering Rect This is the optimization technique: since we are using Rectangle class for internal calculations, and Unity uses Rects to render components, To avoid constant conversions from Rectangle to Rect, we are converting only when needed (when coordinates or size change) We update this variable on change

MappedToAnyPhase(String, EventHandler, EventPhase)
Returns true if handler is mapped to any of the specified phases
(Inherited from EventDispatcher.)
MemberwiseClone()()()()
Creates a shallow copy of the current Object.
(Inherited from Object.)
MinScaleX
A minimal X scale to fight the "Ignoring invalid matrix assinged to GUI.matrix - the matrix needs to be invertible. Did you scale by 0 on Z-axis" bug

MinScaleY
A minimal Y scale to fight the "Ignoring invalid matrix assinged to GUI.matrix - the matrix needs to be invertible. Did you scale by 0 on Z-axis" bug

OverlayRender()()()()
Post-draw logic Renders component overlay layer

OverlayRenderSignal
The signal that emits just before the overlay render

Position
Position

PostRender()()()()
Post-draw logic Switching off Alpha, scrollbars and clipping

PostRenderSignal
The signal that emits after render

PreRender()()()()
Pre-draw logic Switching on Alpha, scrollbars and clipping

PreRenderSignal
The signal that emits before before render

ProcessEvent(Event)
Could be overriden in a subclass (for instance to implement event bubbling)
(Inherited from EventDispatcher.)
ProcessQueue()()()()
If events are added to queue, they are waiting to be fired
in the same order they are added
(Inherited from EventDispatcher.)
QVisible
Note: never make this property virtual and override it This property reflects the true nature of component visibility This is important because the components are being hidden during the instantiation, and shown on creation complete This is the way to find out the desired visibility state (some of them might want to be hidden)

RemoveAllListeners(String)
Removes all listeners for the spacified event type (both capture and bubbling phase)
(Inherited from EventDispatcher.)
RemoveAllListeners(String, EventPhase)
Removes all listeners for the spacified event type and phases
(Inherited from EventDispatcher.)
RemoveEventListener(String, EventHandler, EventPhase)
Removes the event listener
(Inherited from EventDispatcher.)
RemoveEventListener(String, EventHandler)
Removes the event listener
(Inherited from EventDispatcher.)
Render()()()()
Actual draw logic

RenderDoneSignal
The signal that emits after the render is complete

RenderingRect
The rendering Rect This is the optimization technique: since we are using Rectangle class for internal calculations, and Unity uses Rects to render components, To avoid constant conversions from Rectangle to Rect, we are converting only when needed (when coordinates or size change) We update this variable on change

RenderSignal
The signal that emits before render

Rotation
Rotation The pivot point is the center of the component

RotationEnd()()()()
RotationPivot
Rotation pivot

RotationStart()()()()
Scale
Scale The pivot point is the center of the component

ScaleEnd()()()()
ScaleStart()()()()
ShowHandler
The event that fires when the component is shown

SkipRender(Int32)
This is the approach of skipping the rendering process for N frames Needed by effects which start tweening one frame too late TODO: Investigate!

Tooltip
Tooltip

ToString()()()()
Returns a string that represents the current object.
(Inherited from Object.)
Transform
Visible
Is component Visible If not, isn't processed by draw routine

Width
The Width of the component

X
X coordinate

Y
Y coordinate

Inheritance Hierarchy

Assembly: eDriven.Gui (Module: eDriven.Gui) Version: 2.0.1.0 (2.0.1.0)