IUiFrameInput

Feeds a Gui frame from the engine's screen-space input, bridging IInputHandler to the static Input facade (and through it, whichever IInputSource is active — the standalone runtime's Silk source or the Studio play session's buffered source). Pointer coordinates are in viewport pixels with the origin at the top-left, which is what Guinevere expects for a full-screen or camera-space panel. World-space panels use a separate handler that remaps a camera ray onto the panel surface.

Remarks

KeyboardKey and MouseButton share GLFW-derived numeric values with Silk.NET.Input for the common range, so the mapping is a direct int cast — the same approach Guinevere's own Silk.NET integration uses.

Properties

CanvasScale

(float) { get; set }: Canvas scale the UI is rasterised at (pointer coords are divided by it).

Public Methods

EndFrame

 void EndFrame()

Clears per-frame buffers (typed characters). Call after each Guinevere frame.