UDim: Difference between revisions
>GoldenUrg initial with implementation details (and description from UDim2) |
>GoldenUrg fixed layout |
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The final result is a combination of Scale and Offset. '''Scale * Parent's Size + Offset'''. | The final result is a combination of Scale and Offset. '''Scale * Parent's Size + Offset'''. | ||
==[[Constructors]]== | |||
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! Constructor !! Description | |||
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| UDim.new('''Scale''', '''Offset''') || Creates a new UDim from components | |||
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== Properties == | == Properties == |
Revision as of 04:57, 28 April 2010
Description
UDim stands for Universal Dimension, and uses 2 coordinates.
A UDim consists of a Scale and an Offset. These are used to figure out where exactly the UDim's position is.
Scale is a number between 0.0 and 1.0 that is a percentage of the parent object's size. For example, if the parent object is 50 pixels wide, a UDim scale of 0.5 would be 25 pixels wide. 0.5 makes the size 50% of it's parent, same as 0.38 is 38%, 0.85 is 85%, and so on.
Offset is a specified Integer. This is a non changing value that is factored into the UDim calculation.
The final result is a combination of Scale and Offset. Scale * Parent's Size + Offset.
Constructors
Constructor | Description |
---|---|
UDim.new(Scale, Offset) | Creates a new UDim from components |
Properties
All of these properties are Read Only (you can't just set them UDim.Scale = 5, it doesn't work) but you can create new UDim.new( 5, UDim.Offset ).
Property | Type | Description |
---|---|---|
UDim.Scale | Number | The scale value |
UDim.Offset | Number | The offset value |
Operators
Operation | Description |
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UDim + UDim | returns UDim with each component added individually |