ReGui functions

ReGui:SetWindowFocusesEnabled(Enabled: boolean)

  • Determines whether Window focuses should update

ReGui:GetFocusedWindow(): WindowClass?

  • Returns the Window with an active focus

ReGui:SetFocusedWindow(WindowClass: table?)

  • Sets the currently focused window

ReGui:WindowCanFocus(WindowClass: table): boolean

  • Checks if the Window can be brought into focus

ReGui:GetDictSize(Dict: table): number

  • Returns the number of items in a dict

ReGui:GetAnimationData(Object: GuiObject): table

  • Returns the connected animaion data to the Object

ReGui:SetAnimationsEnabled(Enabled: boolean)

  • Globally set whether animations are enabled

ReGui:SetAnimation(Object: GuiObject, Reference: (string|table), Listener: GuiObject?)

  • Set the animation for the Object from the Reference argument

  • Reference is looked up in the ReGui.Animations dict

  • If a Listener is provided, it will listen to events like MouseHover otherwise it will use the Object

ReGui:GetChildOfClass(Object: GuiObject, ClassName: string): GuiObject

  • Returns a child instance with a matching ClassName otherwise it will create one

ReGui:StackWindows()

  • Position Windows in a cascade

ReGui:MergeMetatables(First, Second)

  • Merge two metatables together

  • This also accounts for setting values (__newindex)

ReGui:GetElementFlags(Object: GuiObject): table?

  • Returns the flags connected with the Object

  • Internally, Object is the raw element object

ReGui:IsMouseEvent(Input: InputObject, IgnoreMovement: boolean)

  • Checks if the passed InputObject is a mouse event

ReGui:SetItemTooltip(Parent: GuiObject, Render: (Elements) -> ...any)

  • Set the tooltip for an object.

  • Render will be called with the tooltip canvas

ReGui:GetMouseLocation(): (number, number)

  • Returns an X and Y number for the location of the mouse

ReGui:GetThemeKey(Theme: (string|table), Key: string)

  • Looks up the theme and retrieves the key value

ReGui:CheckConfig(Source: table, Base: table, Call: boolean?, IgnoreKeys: table?)

  • Compares the values in Source to the values in Base and adds the missing keys/values from Base if they are nil or missing

  • If Call is true, Base values should be functions used when Source is missing the key or value as they will be called to return the value

ReGui:GetScreenSize(): Vector2

  • Returns a Vector2 of the ViewportSize

ReGui:IsConsoleDevice(): boolean

  • Checks if there is a GamePad connected

ReGui:IsMobileDevice(): boolean

  • Checks if there is a touchscreen

ReGui:GetVersion(): string

  • Returns the ReGui version number string

ReGui:IsDoubleClick(TickRange: number): boolean

  • Checks if the range should be considered a double click

ReGui:Warn(...)

  • Prints a concatinated warn message from passed arguments

ReGui:Concat(Table, Separator: " ")

  • An improved table.concat function

ReGui:SetProperties(Object: Instance, Properties: table)

  • Apply properties from a dictionary and without producing errors if they cannot be applied

ReGui:ApplyFlags({ Object: Instance, Class: table, WindowClass: table? })

  • Like :SetProperties, this function checks ReGui.Flags for a function connected to that property key. Custom flags are documented here

  • Class is the properties table

ReGui:InsertPrefab(Name: string, Properties): GuiObject

  • Returns a copy of an object from the prefabs folder that matches the name

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