Frame
Frame is a GuiObject that renders as a plain rectangle with no other content. They are the simplest concrete example of a GuiObject, as they provide very little additional functionality (Frame.FrameStyle). Despite this, Frames are useful as containers for other GuiObjects, such as TextLabel, ImageLabel. The key benefit to using a Frame over a Folder as a container object is the ability to further manipulate the GuiObject.Size and GuiObject.Position of any descendant GuiObjects.
概要
プロパティ
- 並列読み取り
Sets what the frame looks like from a selection of pre-determined styles.
Determines whether a UI element sinks input.
- 並列読み取り
Determines the origin point of a GuiObject, relative to its absolute size.
Determines whether resizing occurs based on child content.
- 並列読み取り
Determines the GuiObject background color.
- 並列読み取り
Determines the transparency of the GuiObject background and border.
- 並列読み取り
Determines the color of the GuiObject border.
- 並列読み取り
Determines in what manner the GuiObject border is laid out relative to its dimensions.
- 並列読み取り
Determines the pixel width of a GuiObject border.
- 並列読み取り
Determines if descendant GUIs outside of the bounds of a parent GUI element should render.
- 読み取り専用複製されていません並列読み取り
- 並列読み取り
- 並列読み取り
Controls the sort order of a GUI when used with a UIGridStyleLayout.
- 並列読み取り
Sets the GuiObject which will be selected when the Gamepad selector is moved in this direction.
- 並列読み取り
Sets the GuiObject which will be selected when the Gamepad selector is moved in this direction.
- 並列読み取り
Sets the GUI which will be selected when the Enum.Gamepad selector is moved in this direction.
- 並列読み取り
Sets the GuiObject which will be selected when the Gamepad selector is moved in this direction.
Determines the pixel and scalar position of the GuiObject.
Determines the number of degrees by which a UI element is rotated.
- 並列読み取り
Determine whether the GUI can be selected by a gamepad.
Overrides the default selection adornment used for gamepads.
- 並列読み取り
The order of GuiObjects selected by the gamepad UI selection.
Determine the pixel and scalar size of a GUI.
Selects the GuiObject.Size axes that a GUI will be based relative to the size of its parent.
- 非表示複製されていません並列読み取り非推奨
A mixed property of BackgroundTransparency and TextTransparency.
Determines whether a GuiObject.GUI and its descendants will be rendered.
Determines the order in which a GUI renders relative to other GUIs.
- 読み取り専用複製されていません
Describes the actual screen position of a UI element, in pixels.
- 読み取り専用複製されていません
Describes the actual screen rotation of a UI element, in degrees.
- 読み取り専用複製されていません
Describes the actual screen size of a UI element, in pixels.
- 並列読み取り
When set to true, localization will be applied to this GuiBase2d and its descendants based on the GuiBase2d.RootLocalizationTable specified for this GuiBase2d.
A reference to a LocalizationTable to be used to apply automated localization to this GuiBase2d and its descendants.
Customizes gamepad selection behavior in the down direction.
Customizes gamepad selection behavior in the left direction.
Customizes gamepad selection behavior in the right direction.
Customizes gamepad selection behavior in the up direction.
- 並列読み取り
Allows customization of gamepad selection movement.
方法
GuiObject から継承した 方法- TweenPosition(endPosition : UDim2,easingDirection : Enum.EasingDirection,easingStyle : Enum.EasingStyle,time : number,override : bool,callback : function):bool
Smoothly moves a GUI to a new UDim2.
- TweenSize(endSize : UDim2,easingDirection : Enum.EasingDirection,easingStyle : Enum.EasingStyle,time : number,override : bool,callback : function):bool
Smoothly resizes a GUI to a new UDim2.
- TweenSizeAndPosition(endSize : UDim2,endPosition : UDim2,easingDirection : Enum.EasingDirection,easingStyle : Enum.EasingStyle,time : number,override : bool,callback : function):bool
Smoothly moves a GUI to a new size and position.
イベント
GuiObject から継承した イベントFired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
Fired when a user changes how they're interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
Fired when a user stops interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
Fires when a user moves their mouse into a GUI element.
Fires when a user moves their mouse out of a GUI element.
Fires whenever a user moves their mouse while it is inside a GUI element.
Fires when a user scrolls their mouse wheel back when the mouse is over a GUI element.
Fires when a user scrolls their mouse wheel forward when the mouse is over a GUI element.
Fired when the GuiObject is being focused on with the Gamepad selector.
Fired when the Gamepad selector stops focusing on the GuiObject.
Fires when the player starts, continues and stops long-pressing the UI element.
- TouchPan(touchPositions : Array,totalTranslation : Vector2,velocity : Vector2,state : Enum.UserInputState):RBXScriptSignal
Fires when the player moves their finger on the UI element.
- TouchPinch(touchPositions : Array,scale : number,velocity : number,state : Enum.UserInputState):RBXScriptSignal
Fires when the player performs a pinch or pull gesture using two fingers on the UI element.
- TouchRotate(touchPositions : Array,rotation : number,velocity : number,state : Enum.UserInputState):RBXScriptSignal
Fires when the player performs a rotation gesture using two fingers on the UI element.
Fires when the player performs a swipe gesture on the UI element.
Fires when the player performs a tap gesture on the UI element.
- SelectionChanged(amISelected : bool,previousSelection : GuiObject,newSelection : GuiObject):RBXScriptSignal
Fires when the gamepad selection moves to, leaves, or changes within the connected GuiBase2d or any descendent GuiObjects.
プロパティ
Style
Sets what the frame looks like from a selection of pre-determined styles. See Enum.FrameStyle for a description of each style.