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Methods_T_WolfCurses_Form_Form_1
Maxwolf edited this page Jan 2, 2016
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The Form(TData) generic type exposes the following members.
Name | Description | |
---|---|---|
ClearForm | Removes the current state from the active game Windows. | |
Compare(Form(TData), Form(TData)) | When overridden in a derived class, performs a comparison of two objects of the same type and returns a value indicating whether one object is less than, equal to, or greater than the other. (Overrides Comparer(T).Compare(T, T).) | |
Compare(IForm, IForm) | Compares two objects and returns a value indicating whether one is less than, equal to, or greater than the other. | |
CompareTo(Form(TData)) | Compares the current object with another object of the same type. | |
CompareTo(IForm) | Compares the current object with another object of the same type. | |
Equals(Object) | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
Equals(Form(TData)) | Indicates whether the current object is equal to another object of the same type. | |
Equals(Form(TData), Form(TData)) | Determines whether the specified objects are equal. | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode() | Serves as a hash function for a particular type. (Overrides Object.GetHashCode().) | |
GetHashCode(Form(TData)) | Returns a hash code for the specified object. | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
OnFormActivate | Fired when the window is activated and or refocused after another window was removed from being on-top of it. Useful for re-initializing form data after something like a random event runs which might kill people or alter the vehicle inventory. | |
OnFormPostCreate | Fired after the state has been completely attached to the simulation letting the state know it can browse the user data and other properties below it. | |
OnInputBufferReturned | Fired when the game Windows current state is not null and input buffer does not match any known command. | |
OnRenderForm | Returns a text only representation of the current game Windows state. Could be a statement, information, question waiting input, etc. | |
OnTick | Called when the simulation is ticked by underlying operating system, game engine, or potato. Each of these system ticks is called at unpredictable rates, however if not a system tick that means the simulation has processed enough of them to fire off event for fixed interval that is set in the core simulation by constant in milliseconds. | |
SetForm | Creates and adds the specified type of state to currently active game Windows. | |
ToString | Returns a string that represents the current object. (Overrides Object.ToString().) |
Name | Description | |
---|---|---|
ToDescriptionAttribute | Attempts to grab description attribute from any object. (Defined by AttributeExtensions.) |
WolfCurses API
Created by Ron 'Maxwolf' McDowell
Send comments on this topic to [ron.mcdowell@gmail.com](mailto:ron.mcdowell%40gmail.com?Subject=WolfCurses API)- Project Overview
- Namespace List
- ArrayExtensions
- AttributeExtensions
- EnumerableExtension
- Methods
- IModule
- InputManager
- ITick
- IWindow
- Module
- Randomizer
- SceneGraph
- SimulationApp
- StringExtensions
- TypeExtensions
- Window(TCommands, TData)
- WindowData
- WindowFactory
- WindowManager
- Control Namespace
- MarqueeBar
- TextProgress
- Form Namespaces
- Form Namespace
- Form(TData)
- FormFactory
- IForm Interface
- ParentWindowAttribute Class
- Form.Input Namespace
- DialogResponse Enumeration
- DialogType Enumeration
- InputForm(T) Class
- Menu Namespace
- IMenuChoice(T) Interface
- MenuChoice(T) Class