Skip to content

StardewUI.Framework.Behaviors Namespace

Classes

Name Description
BehaviorFactory A behavior factory based on per-name delegates. Can be used as a base class for other factories.
BehaviorTarget Encapsulates the target of an IViewBehavior.
ConditionalFlagBehavior Updates a view state flag with a boolean value corresponding to the behavior's data.
FlagEventArgs Arguments for events relating to a flag included in an IViewState.
FlagStateBehavior<TValue> Behavior that applies a property override when a named view state flag is detected.
HoverStateBehavior<TValue> Behavior that applies a property override when a view enters a hover state.
PropertyStateList<T> Simple list-based implementation of IPropertyStates<T> optimized for low override counts, typically fewer than 5 and never more than 10-20.
StateBehaviorFactory Factory for creating behaviors that apply single-property overrides on state transitions, such as hover:transform.
TransitionBehavior<TValue> Behavior that applies gradual transitions (AKA tweens) to view properties.
ViewBehavior<TView, TData> Base class for a behavior extension, which enables self-contained, stateful behaviors to be "attached" to an arbitrary view without having to extend the view itself.
ViewState View state manager based on the view's runtime descriptor and defaults.
VisibilityStateBehavior<TValue> Behavior that applies a property override when a view enters or leaves the visible state.

Interfaces

Name Description
IBehaviorFactory Factory for creating IViewBehavior instances from markup data.
IPropertyStates<T> Provides methods for tracking and modifying state-based overrides for a view's property.
IViewBehavior Provides methods for attaching arbitrary data-dependent behavior to a view.
IViewState Provides access to all state-based overrides associated with a view.