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: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:InsertPrefab(Name: string, Properties): GuiObject
Returns a copy of an object from the prefabs folder that matches the name
Last updated