Visuals are nodes with a visual representation.
This is the base class of all visual objects within an app, both objects with actual visual appearance and invisible objects that contain other visuals. Examples of visuals are Rectangle, Panel, Button and WebView.
Visuals manage pointer input for an area of the screen and respond accordingly. The area for which the visual receives pointer input is determined by the HitTest method. The area does not need to be a rectangular area, it can be any complex shape.
Visuals can have many different types of children, including other visuals, Behaviors, and Transforms. The Children has a certain order which is the order in which the children are laid out during layout. This order is by default is identical to the Z-order. However, the Z-order can be manipulated separately from the child-order.
Visuals can have input focus if the
Focus.IsFocusable property is set to
- Fuse.Nodes 1.9.0
Interface of Visual
AbsoluteZoom : float uno
Begins removing a given node, playing all RemovedAnimations before actual removal.
Begins removing a given visual, playing all RemovedAnimations before actual removal.
Requests that this visual be brought into the visible are of the screen. Typically a containing
ScrollView will scroll to ensure it is visible.
Brings the given child to the front of the Z-order. In UX markup, use the BringToFront trigger action instead.
ChildCount : int uno
The number of child nodes of this visual.
Children : IList of Node ux
The children of the visual. All nodes placed inside the visual in UX markup are assigned to this list. The order of Visuals this list determines the order of layout. The Z-order of the children is by default equal to this order, but can be manipulated separately using methods like BringToFront and SendToBack.
FindTemplate(string) : Template uno
FindViewport : IViewport uno
FirstChild<T> : T uno
FirstVisualChild : Visual uno
GetVisualChild(int) : Visual uno
GetZOrderChild(int) : Visual uno
HasChildren : bool uno
HasPendingRemove : bool uno
HasVisualChildren : bool uno
Whether this visual has any visual child nodes.
HitTestBounds : VisualBounds uno
IfSnap(float2) : float2 uno
IfSnapDown(float2) : float2 uno
IfSnapUp(float2) : float2 uno
Indicates the visual for this node has changed. This allows the root-level node to know that it must draw, and any caching that it must invalidate the cache for this node.
Indicates the composition of the visual has changed, but that the visual drawing itself is still valid (for example a position change).
IsContextEnabled : bool uno
Whether this node is in an enabled context.
The context is disabled if one of the ancestor nodes have IsEnabled set to
IsInteracting : bool uno
IsLocalVisible : bool uno
Returns whether this visual is visible without concern for whether an ancestor visual is hidden or collapsed.
Returns whether this visual is currently visible. Will return false if any of the ancestor visuals are hidden or collapsed. This property can not be used to check whether a visual is hidden because it is occluded by another visual, or is outside the view but otherwise visible.
LastChild<T> : T uno
LastVisualChild : Visual uno
The layer this visual belongs to in the Parent container.
LayoutRole : LayoutRole ux
Describes how this visual participates in layout.
LocalBounds : Box uno
LocalToParent(float2) : float2 uno
Converts a coordinate from the local space into the parent space.
LocalTransform : float4x4 uno
OnInvalidateRenderBounds : bool uno
ParameterName : Selector uno
Remove(Node) : bool uno
The list of resources defined at this node.
Sends the given child to the back of the Z-order. In UX markup, use the SendToBack trigger action instead.
Snap(float2) : float2 uno
SnapDown(float2) : float2 uno
SnapToPixels : bool ux
Whether to snap the result of layout of this visual to physical device pixels.
SnapUp(float2) : float2 uno
Converts a coordinate from the parent space into the local space.
ValidFrameCount : int uno
ViewHandle : ViewHandle uno
Creates a new Visual
VisualChildCount : int uno
The number of child visuals of this visual.
VisualContext : VisualContext uno
WindowToLocal(float2) : float2 uno
WorldPosition : float3 uno
WorldTransform : float4x4 uno
ZOrderChildCount : int uno
Inherited from Node
Bindings : IList of Binding ux
The list of bindings belonging to this node.
ContextParent : Node uno
The context parent is the semantic parent of this node. It is where non-UI structure should be resolved, like looking for the DataContext, a Navigation, or other semantic item.
FindByType<T> : T uno
Finds the first node with a given name that satisfies the given acceptor. The serach algorithm works as follows: Nodes in the subtree are matched first, then it matches the nodes in the subtrees ofthe ancestor nodes by turn all the way to the root. If no matching node is found, the function returns null.
GetNearestAncestorOfType<T> : T uno
IsRootingCompleted : bool uno
Whether rooting for this node is completed. Returns false if unrooting has started.
IsRootingStarted : bool uno
Whether rooting of this node has started. Note that even if this property returns true, rooting may not yet be completed for the node. See also IsRootingCompleted.
Run-time name of the node. This property is automatically set using the ux:Name attribute.
NextSibling<T> : T uno
Returns the next sibling node of the given type.
If you override
OnRooted you must call
base.OnRooted() first in your derived class. No other processing should happen first, otherwise you might end up in an undefined state.
The parent Visual of this node. Will return null if the node is not rooted.
PreviousSibling<T> : T uno
Returns the next sibling node of the given type.
Properties : Properties uno
A linked list holding data for extrinsic properties.
Remove(Binding) : bool uno
SourceFileName : string ux
SourceLineNumber : int ux
SubtreeToString : string uno
Inherited from PropertyObject
Inherited from object
Equals(object) : bool uno
GetHashCode : int uno
Interface for objects that can have a script engine representation