The AdvancedButtonComponent has different skins for
different button states.
The defaultSkin must be added to the constructor or
if you are inheriting - defined in the onLod method.
A ChangeNotifier that notifies its listeners when a Component is
added or removed, or updated. The meaning of an updated component
will vary depending on the component implementation, this is something
defined and executed by the component itself.
The FpsComponent is a non-visual component which you can get the current
fps of the game with by calling fps, once the component has been added to
the component tree.
ScrollTextBoxComponent configures the layout and interactivity of a
scrollable text box.
It focuses on the box's size, scrolling mechanics, padding, and alignment,
contrasting with TextRenderer, which handles text appearance like font and
color.
A shape can represent any geometrical shape with optionally a size, position
and angle. It can also have an anchor if it shouldn't be rotated around its
center.
A point can be determined to be within of outside of a shape.
The SpawnComponent is a non-visual component which can spawn
PositionComponents randomly within a set area. If area is not set it
will use the size of the nearest ancestor that provides a size.
period will set the static time interval for when it will spawn new
components.
If you want to use a non static time interval, use the
SpawnComponent.periodRange constructor.
If you want to set the position of the spawned components yourself inside of
the factory, set selfPositioning to true.
A set of configurations for the TextBoxComponent itself, as opposed to
the TextRenderer, which contains the configuration for how to render the
text only (font size, color, family, etc).
The ToggleButtonComponent is an AdvancedButtonComponent that can switch
between the selected and not selected state, imagine for example a switch
widget or a tab that can be selected.
The ComponentViewportMargin positions itself by a margin to the edge of
the Viewport (or another parent with a size) instead of by an absolute
position on the screen or on the game, so if the game is resized the
component will move to keep its margin.
HasDecorator mixin adds a nullable decorator field to a Component. If
this field is set, it will apply the visual effect encapsulated in this
Decorator to the component. If the field is not set, then the component
will be rendered normally.
This mixin allows components to control their speed as compared to the
normal speed. Only framerate independent logic will benefit from timeScale
changes.
A mixin that allows a component visibility to be toggled
without removing it from the tree. Visibility affects
the component and all it's children/descendants.
A Component mixin to add keyboard handling capability to components.
Must be used in components that can only be added to games that are mixed
with HasKeyboardHandlerComponents.
A mixin that enables caching a component and all its children. If
renderSnapshot is set to true, the component and its children will be
rendered to a cache. Subsequent renders use the cache, dramatically
improving performance. This is only effective if the component and its
children do not change - i.e. they are not animated and they do not move
around relative to each other.
Constructs an OpenGL infinite projection matrix in infiniteMatrix.
fovYRadians specifies the field of view angle, in radians, in the y
direction.
aspectRatio specifies the aspect ratio that determines the field of view
in the x direction. The aspect ratio of x (width) to y (height).
zNear specifies the distance from the viewer to the near plane
(always positive).
Constructs an OpenGL model matrix in modelMatrix.
Model transformation is the inverse of the view transformation.
Model transformation is also known as "camera" transformation.
Model matrix is commonly used to compute a object location/orientation into
the full model-view stack.
Constructs an OpenGL view matrix in viewMatrix.
View transformation is the inverse of the model transformation.
View matrix is commonly used to compute the camera location/orientation into
the full model-view stack.