API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
classUIRoot
Root of a scene's screen-fixed UI layer. Reached through Scene.ui; you do not construct it directly. Unlike Scene.root, the UI layer is **auto-rendered** by the SceneManager after `Scene.draw()`, through the RenderingContext.screenView — so its children live in screen space (origin top-left, `0..width` × `0..height`) and never scroll with the camera. Pointer hit-testing and keyboard focus are routed to UI nodes in that same screen space, ahead of the world layer. Add widgets with `scene.ui.addChild(...)`. The UIRoot.onResize signal fires whenever the screen size changes, so anchored widgets can re-layout.
import { UIRoot } from '@codexo/exojs' Root of a scene's screen-fixed UI layer. Reached through Scene.ui; you do not construct it directly.
Unlike Scene.root, the UI layer is **auto-rendered** by the SceneManager after `Scene.draw()`, through the RenderingContext.screenView — so its children live in screen space (origin top-left, `0..width` × `0..height`) and never scroll with the camera. Pointer hit-testing and keyboard focus are routed to UI nodes in that same screen space, ahead of the world layer.
Add widgets with `scene.ui.addChild(...)`. The UIRoot.onResize signal fires whenever the screen size changes, so anchored widgets can re-layout.
new(): UIRoot _invalidateBoundsCascade(): void _invalidateChildrenTransform(): void _invalidateSubtreeTransform(): void _updateOrigin(): void addChild(children: RenderNode[]): this addChildAt(child: RenderNode, index: number): this addFilter(filter: Filter): this blur(): this clearFilters(): this collidesWith(target: Collidable): CollisionResponse | null contains(x: number, y: number): boolean destroy(): void focus(): this getBounds(): Rectangle getChildAt(index: number): RenderNode getChildIndex(child: RenderNode): number getGlobalTransform(): Matrix getLocalBounds(): Rectangle getNormals(): Vector[] getTransform(): Matrix intersectsWith(target: Collidable): boolean invalidateCache(): this inView(view: View): boolean move(x: number, y: number): this project(axis: Vector, result: Interval): Interval removeChild(child: RenderNode): this removeChildAt(index: number): this removeChildren(begin: number, end: number): this removeFilter(filter: Filter): this render(backend: RenderBackend): this rotate(degrees: number): this setAnchor(x: number, y: number): this setChildIndex(child: RenderNode, index: number): this setOrigin(x: number, y: number): this setPosition(x: number, y: number): this setRotation(degrees: number): this setScale(x: number, y: number): this setSkew(x: number, y: number): this swapChildren(firstChild: RenderNode, secondChild: RenderNode): this updateBounds(): this updateParentTransform(): this updateTransform(): this setInternalSpriteFactory(factory: object | null): void clip: boolean clipShape: Rectangle | Geometry | null collisionType: CollisionType cursor: string | null draggable: boolean flags: Flags<SceneNodeTransformFlags> focusable: boolean name: string | null preserveDrawOrder: boolean tabIndex: number anchor: ObservableVector bottom: number cacheAsBitmap: boolean children: RenderNode[] cullable: boolean cullArea: Rectangle | null filters: readonly Filter[] height: number interactive: boolean isAlignedBox: boolean left: number mask: MaskSource origin: ObservableVector parent: Container | null position: ObservableVector right: number rotation: number scale: ObservableVector screenHeight: number screenWidth: number skewX: number skewY: number top: number visible: boolean width: number x: number y: number zIndex: number onResize: Signal<[width, height]> onBlur: Signal<[RenderNode]> onDrag: Signal<[InteractionEvent]> onDragEnd: Signal<[InteractionEvent]> onDragStart: Signal<[InteractionEvent]> onFocus: Signal<[RenderNode]> onKeyDown: Signal<[KeyEvent]> onKeyUp: Signal<[KeyEvent]> onPointerDown: Signal<[InteractionEvent]> onPointerMove: Signal<[InteractionEvent]> onPointerOut: Signal<[InteractionEvent]> onPointerOver: Signal<[InteractionEvent]> onPointerTap: Signal<[InteractionEvent]> onPointerUp: Signal<[InteractionEvent]>