All Classes and Interfaces

Class
Description
CodeDraw is an easy-to-use drawing library where you use code to create pictures and animations.
This exception is thrown when you try to use CodeDraw inside the CodeDraw event loop.
CodeDrawImage represents an image that can be used within the CodeDraw library.
Defines how the corners of drawn shapes should look.
CursorStyle is used to specify how the cursor looks like when hovering over the CodeDraw canvas.
A function that specifies what should happen when a specific event occurs.
The EventScanner works in the same way as a Scanner.
Horizontally aligns the text.
Defines possible image formats.
Interpolation defines how drawn images are upscaled and downscaled.
Represents various Keys.
This argument is given exactly once when a key is pressed down.
This argument is given continuously while a key is being held down.
This argument is given exactly once when a key is released.
MouseButton represents the three common mouse buttons on mice.
This argument is given once when a mouse button is pressed down and quickly released again.
This argument is given exactly once when a mouse button is pressed down.
This argument is given when the mouse enters the canvas.
This argument is given when the mouse leaves the canvas.
This argument is given continuously while the mouse is being moved.
This argument is given exactly once when a mouse button is released.
This argument is given each time the mouse wheel is turned.
Palette provides a wide variety of colors and makes it easier to create colors.
A Subscription can be used to stop the triggering of an EventHandler at a later time.
TextFormat is used to specify how CodeDraw formats, places and styles its drawn text.
Draws a line below the drawn text.
Vertically aligns the text.
This argument is given exactly once when the user closes the window or CodeDraw.close() is called.
This argument is given every time the CodeDraw window is moved.