UI helper module for the FPS HUD, providing small factory functions that return fresh Sandbox.UI.Container instances for common layouts (fills, overlays, anchored/offset positioning, panels and root). Functions create absolute/relative containers, set sizes, transforms, children and styling based on inputs.
using System;
using Goo;
using Sandbox;
using Sandbox.UI;
using PanelTransform = Goo.PanelTransform; // rule 18: ambiguous with Sandbox.UI otherwise
namespace Goo.FpsUI;
// Shared, stateless view helpers. Each returns a fresh Container (never cache a Container).
static class Parts
{
public enum Corner { TopLeft, TopCenter, TopRight, BottomLeft, BottomRight, Center }
// Absolute fill spanning `frac` (0..1) of its Relative parent's width, full height.
public static Container FillRect( string key, float frac, Color color, float radius ) => new()
{
Key = key, Position = PositionMode.Absolute, Top = 0, Left = 0,
Height = Length.Percent( 100 ),
Width = Length.Percent( Math.Clamp( frac, 0f, 1f ) * 100f ),
BorderRadius = radius, BackgroundColor = color,
};
// Absolute full-cover tint at a given opacity (flashes, warnings).
public static Container Overlay( string key, Color color, float opacity, float radius ) => new()
{
Key = key, Position = PositionMode.Absolute, Top = 0, Left = 0,
Width = Length.Percent( 100 ), Height = Length.Percent( 100 ),
BorderRadius = radius, BackgroundColor = color, Opacity = opacity,
};
// Pin `child` to a screen corner/center inside a Relative, full-size root. `m` is the edge inset.
// Container properties are init-only (record struct), so we use `with` expressions per corner.
public static Container Anchor( string key, Corner c, float m, Container child )
{
var box = new Container
{
Key = key, Position = PositionMode.Absolute, PointerEvents = PointerEvents.None,
Children = { child },
};
return c switch
{
Corner.TopLeft => box with { Top = m, Left = m },
Corner.TopRight => box with { Top = m, Right = m },
Corner.BottomLeft => box with { Bottom = m, Left = m },
Corner.BottomRight => box with { Bottom = m, Right = m },
Corner.TopCenter => box with
{
Top = m, Left = Length.Percent( 50 ),
Transform = PanelTransform.Translate( Length.Percent( -50 ) ?? default, Length.Percent( 0 ) ?? default ),
},
_ => box with // Center
{
Top = Length.Percent( 50 ), Left = Length.Percent( 50 ),
Transform = PanelTransform.Translate( Length.Percent( -50 ) ?? default, Length.Percent( -50 ) ?? default ),
},
};
}
// Pin `child` horizontally centered, offset `dy` px from the screen center (positive = down, negative = up).
public static Container CenterOffset( string key, float dy, Container child ) => new()
{
Key = key, Position = PositionMode.Absolute, PointerEvents = PointerEvents.None,
Top = Length.Percent( 50 ), Left = Length.Percent( 50 ),
Transform = PanelTransform.Translate( Length.Percent( -50 ) ?? default, Px.Of( dy ) ),
Children = { child },
};
// Pin `child`'s top-left corner at a pixel offset from the screen center (positive dx = right, positive dy = down).
public static Container Offset( string key, float dx, float dy, Container child ) => new()
{
Key = key, Position = PositionMode.Absolute, PointerEvents = PointerEvents.None,
Top = Length.Percent( 50 ), Left = Length.Percent( 50 ),
Transform = PanelTransform.Translate( Px.Of( dx ), Px.Of( dy ) ),
Children = { child },
};
// Semi-opaque rounded backing behind a HUD readout, so text/bars stay legible over the world.
// Wraps one child and sizes to it, all card styling comes from the theme.
public static Container Panel( string key, FpsTheme t, Container child ) => new()
{
Key = key, Position = PositionMode.Relative,
Padding = t.PanelPad, BorderRadius = t.PanelRadius,
BackgroundColor = t.BackingBg,
Children = { child },
};
// A full-size, pointer-through, Relative root used by every standalone widget and the FpsHud.
public static Container Root( string key ) => new()
{
Key = key, Width = Length.Percent( 100 ), Height = Length.Percent( 100 ),
Position = PositionMode.Relative, PointerEvents = PointerEvents.None,
};
}