The root of the GUI. This type houses the root elements,
screen, to which other elements can be added to be displayed on screen.
Every player can have a different GUI state.
is_valid_sprite_path(sprite_path) → boolean
player :: LuaPlayer[Read]
The player who owns this gui.
children :: dictionary[string → LuaGuiElement][Read]
The children GUI elements mapped by name <> element.
top :: LuaGuiElement[Read]
The top part of the GUI. It is a flow element inside a scroll pane element.
left :: LuaGuiElement[Read]
The left part of the GUI. It is a flow element inside a scroll pane element.
center :: LuaGuiElement[Read]
The center part of the GUI. It is a flow element.
goal :: LuaGuiElement[Read]
The flow used in the objectives window. It is a flow element. The objectives window is only visible when the flow is not empty or the objective text is set.
screen :: LuaGuiElement[Read]
For showing a GUI somewhere on the entire screen. It is an empty-widget element.
relative :: LuaGuiElement[Read]
For showing a GUI somewhere relative to one of the game GUIs. It is an empty-widget element.
valid :: boolean[Read]
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be
false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
object_name :: string[Read]
The class name of this object. Available even when
valid is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.