public class Sandbox.UI.Box
Represents position and size of a `Sandbox.UI.Panel` on the screen.
Related Guides
Broader workflow and conceptual references connected to this API.
Attributes are the bridge to pass information around the CPU to the GPU, like Variables, Textures or entire Buffers.
A Component is added to a GameObject to provide functionality. This functionality can vary wildly.
The mount system is extensible - anyone can write a mount to add support for a new game or engine and contribute it to s&box via pull request. A mount detects a game's install directory via Steam, scans its files, and converts assets into s&box compatible assets, all at runtime.
We try to keep as close to standard web styles as possible - but not every property is implemented. We'll use this page to highlight any differences.
A trigger is a collider that detects when other physics objects enter or exit it, without blocking their movement. They're useful for things like pickup zones, death planes, checkpoints, and area detection.
The scope based system works by creating a snapshot of a change set when the scope is entered and another one when the scope is disposed of. The system will automatically take care of restoring the state on undo/redo.
Constructors
Showing 1 constructors
public Box()
No results match this filter.
Properties
Showing 4 properties
public float Sandbox.UI.Box.Bottom { get; set; }
Position of the bottom edge in screen coordinates.
public float Sandbox.UI.Box.Left { get; set; }
Position of the left edge in screen coordinates.
public float Sandbox.UI.Box.Right { get; set; }
Position of the right edge in screen coordinates.
public float Sandbox.UI.Box.Top { get; set; }
Position of the top edge in screen coordinates.
No results match this filter.
Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox.UI |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.UI.Box |