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T_WolfCurses_Window_2
Maxwolf edited this page Jan 2, 2016
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Facilitates the ability to control the entire simulation with the passes interface reference. Server simulation keeps track of all currently loaded game modes and will only tick the top-most one so they can be stacked and clear out until there are none.
System.Object
System.Collections.Generic.Comparer(IWindow)
WolfCurses.Window(TCommands, TData)
Namespace: WolfCurses
Assembly: WolfCurses (in WolfCurses.dll) Version: 1.0.0.0 (1.0.0.0)
C#
public abstract class Window<TCommands, TData> : Comparer<IWindow>,
IComparable<Window<TCommands, TData>>, IEquatable<Window<TCommands, TData>>,
IEqualityComparer<Window<TCommands, TData>>, IWindow, IComparer<IWindow>,
IComparable<IWindow>, ITick
where TCommands : struct, new(), IComparable, IFormattable, IConvertible
where TData : new(), WindowData
- TCommands
- Enumeration of all the available commands this window supports.
- TData
- Window data class that will be used for this window.
Name | Description | |
---|---|---|
Window(TCommands, TData) | Initializes a new instance of the Window(TCommands, TData) class. |
Name | Description | |
---|---|---|
AcceptsInput | Determines if user input is currently allowed to be typed and filled into the input buffer. | |
CurrentForm | Holds the current state which this Windows is in, a Windows will cycle through available states until it is finished and then detach. | |
MenuFooter | Similar to the header this will define some text that should go below the menu selection but before the user input field. | |
MenuHeader | Defines the text prefix which will go above the menu, used to show any useful information the game Windows might need to at the top of menu selections. | |
ShouldRemoveMode | Determines if the game Windows should not be ticked if it is active but instead removed. The Windows when set to being removed will not actually be removed until the simulation attempts to tick it and realizes that this is set to true and then it will be removed. | |
UserData | Intended to be overridden in abstract class by generics to provide method to return object that contains all the data for parent game Windows. |
Name | Description | |
---|---|---|
AddCommand | Adds a new game menu selection with description pulled from attribute on input enumeration. This override is not meant for menu selections where you want to manually specify the description of the menu item, this way it will be pulled from enum description attribute. | |
ClearCommands | Forces the menu choices to be cleared out, this is used by modes like the store to refresh the data shown in the menu to match purchasing decisions. | |
ClearForm | Removes the current state from the active game Windows. | |
Compare | The compare. (Overrides Comparer(T).Compare(T, T).) | |
CompareTo(IWindow) | The compare to. | |
CompareTo(Window(TCommands, TData)) | The compare to. | |
Equals(Object) | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
Equals(Window(TCommands, TData)) | The equals. | |
Equals(Window(TCommands, TData), Window(TCommands, TData)) | The equals. | |
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() | The get hash code. (Overrides Object.GetHashCode().) | |
GetHashCode(Window(TCommands, TData)) | The get hash code. | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
OnFormChange | Allows underlying parent game Windows to the state understand it changed. | |
OnModeRemoved | Fired when this game Windows is removed from the list of available and ticked modes in the simulation. | |
OnRenderWindow | Fired by simulation when it wants to request latest text user interface data for the game Windows, this is used to display to user console specific information about what the simulation wants. | |
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. | |
OnWindowActivate | Called when the Windows manager in simulation makes this Windows the currently active game Windows. Depending on order of modes this might not get called until the Windows is actually ticked by the simulation. | |
OnWindowAdded | Fired when the simulation adds a game Windows that is not this Windows. Used to execute code in other modes that are not the active Windows anymore one last time. | |
OnWindowPostCreate | Called after the Windows has been added to list of modes and made active. | |
RemoveWindowNextTick | Sets the flag for this game Windows to be removed the next time it is ticked by the simulation. | |
SendCommand | Fired by messaging system or user interface that wants to interact with the simulation by sending string input that should be able to be parsed into a valid input that can be run on the current game Windows. | |
SetForm | Creates and adds the specified type of state to currently active game Windows. | |
ToString | The to string. (Overrides Object.ToString().) |
Name | Description | |
---|---|---|
ToDescriptionAttribute | Attempts to grab description attribute from any object. (Defined by AttributeExtensions.) |
Supported in: 0.1
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