RmlUI¶
from acron.ui import RmlUI
- class RmlUI(base, *, name: str = 'ui', authored_height: float = 1080.0, watch_resize: bool = True, scale: float = 1.0, interactive: bool = True)¶
Bases:
DirectObjectRegion + context + input plumbing for one window’s RmlUi layer.
Subclass per game; create content with
make_model()/load_document(). Documents are authored in a fixed pixel space (authored_height, conventionally 1080) and mapped onto the real window via the density-independent-pixel ratio.watch_resize=True(default) retargets the dp ratio automatically on window resize, assuming the region covers the full window. A game that letterboxes (moves the region’s DisplayRegion, e.g. exponaut’s 16:9 view rect) passeswatch_resize=Falseand callsset_window_height()itself with the region’s pixel height.scalemultiplies the dp ratio on top of the window mapping — a HUD-size setting: everything the context’s documents author in dp grows or shrinks together, andset_scale()changes it live. A game that scales its HUD but not its menus gives each its ownRmlUI.interactive=Falseskips the input handler entirely, for a context whose documents take no input (a HUD); its events then never compete with an interactive context’s on the same window.Inheritance diagram
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The context’s name as made — unique in the process.