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Concrete class in layout condition More...
Public Types | |
| enum | SetVariableSituation { SELECT , DECIDE , CANCEL } |
| Enumeration type representing variable setting status More... | |
Public Member Functions | |
| AbstractLayoutState (LayoutManager layoutManager) | |
| Constructor for AbstractLayoutState class More... | |
| void | Initialize () |
| Initialization process More... | |
| void | InitializeConfig () |
| Initialize setting values More... | |
| void | InitializeConfigAll () |
| Initialize all setting values More... | |
| virtual void | Terminate () |
| End processing More... | |
| void | Update () |
| Update process (also called when locked) More... | |
| virtual void | BeforeSelect () |
| Perform pre-selection processing More... | |
| virtual bool | Select () |
| Selected behavior (called every frame) More... | |
| void | AfterSelect () |
| Performs post-selection processing More... | |
| virtual bool | Decide () |
| Behavior when pressing the OK button More... | |
| virtual double | GetSelectedVariableValue () |
| Get the value of the selected variable More... | |
| virtual void | AutoSort (Common.Rom.MenuSettings.MenuItem.SortTypes sortType) |
| perform automatic sorting More... | |
| void | SortItem (Common.Rom.MenuSettings.MenuItem.SortTypes sortType) |
| sort items More... | |
| void | SortSkill (Common.Rom.MenuSettings.MenuItem.SortTypes sortType) |
| Sort skills More... | |
| void | SetVariableValue (SetVariableSituation situation) |
| virtual bool | Cancel () |
| Behavior when pressing the cancel button More... | |
| bool | IsRunningEvent () |
| Determine if event is running More... | |
| void | UpdateGameContent () |
| Update display information (previous layout is also updated) More... | |
| void | ConfigureContentProperty () |
| Set number of containers (updates previous layout) More... | |
| void | ChangeRenderStatus () |
| Update color information such as disabled (updates previous layout) More... | |
| virtual void | SetBattleDisplay (bool isBattle) |
| Set the battle display state More... | |
| virtual IEnumerable< MenuSettings.MenuItem.ActionType > | GetAvailableLayoutActions () |
Static Public Member Functions | |
| static void | SetVariableValueImpl (SetVariableSituation situation, LayoutDrawer layoutDrawer, Common.GameData.SystemData system, double value) |
| static IEnumerable< MenuSettings.MenuItem.ActionType > | GetConfigActions () |
| static IEnumerable< MenuSettings.MenuItem.ActionType > | GetShortcutActions () |
| static IEnumerable< MenuSettings.MenuItem.ActionType > | GetOtherActions (IEnumerable< MenuSettings.MenuItem.ActionType > actions, bool removeConfigAndShortcut) |
Public Attributes | |
| LayoutItemListGenerator | items = new LayoutItemListGenerator() |
| Layout item list generator More... | |
Protected Member Functions | |
| virtual void | InitializeCallback () |
| Initialization callback More... | |
| virtual void | UpdateGameContentCallBack () |
| virtual void | UpdateGameContentEndCallBack () |
| virtual void | ConfigureContentPropertyCallBack () |
| virtual void | ChangeRenderStatusCallBack () |
| virtual void | CreateItems () |
| Process to generate selection items More... | |
| bool | OpenSelectLayout () |
| void | HideAllLayout () |
| hide all layouts including children More... | |
| void | BackToPrevious () |
| Return to previous open layout More... | |
| void | SetSelectPropertyForSaveData () |
| void | SetSelectPropertyForItemDictionary () |
| void | SetSelectPropertyForSkillDictionary () |
| void | SetSelectPropertyForCastDictionary () |
| void | SetSelectPropertyForCasts () |
| TODO: Filter compatible More... | |
| void | SetSelectPropertyForReserves () |
| void | SetSelectPropertyForItem () |
| void | SetSelectPropertyForSkill () |
| bool | ProcessAfterSkillEffect () |
| Processes when it is necessary to exit the menu as a result of activating a skill effect on the map More... | |
| IEnumerable< MenuSettings.MenuItem.ActionType > | GetAvailableLayoutActions (bool supportOpenLayout, bool supportExecCommon) |
Protected Attributes | |
| LayoutManager | layoutManager |
| bool | skipBattleReplace = false |
Properties | |
| LayoutDrawer | LayoutDrawer [get] |
| AbstractRenderObject.GameContent | GameContent [get] |
| AbstractRenderObject.RenderStatus | RenderStatus [get] |
| AbstractRenderObject.RenderStatus | RenderStatusSub [get] |
| LayoutManager.SelectProperty | SelectProperty [get, set] |
| GameMain | GameMain [get] |
Concrete class in layout condition
| Yukar.Engine.AbstractLayoutState.AbstractLayoutState | ( | LayoutManager | layoutManager | ) |
Constructor for AbstractLayoutState class
| layoutManager | layout manager |
| void Yukar.Engine.AbstractLayoutState.AfterSelect | ( | ) |
Performs post-selection processing
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perform automatic sorting
| sortType | Sort type |
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Return to previous open layout
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Perform pre-selection processing
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Behavior when pressing the cancel button
Reimplemented in Yukar.Engine.LayoutStateItemTrash.
| void Yukar.Engine.AbstractLayoutState.ChangeRenderStatus | ( | ) |
Update color information such as disabled (updates previous layout)
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Reimplemented in Yukar.Engine.LayoutStateItemTrash.
| void Yukar.Engine.AbstractLayoutState.ConfigureContentProperty | ( | ) |
Set number of containers (updates previous layout)
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Reimplemented in Yukar.Engine.LayoutStateItemTrash.
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Process to generate selection items
Reimplemented in Yukar.Engine.LayoutStateItemTrash.
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Behavior when pressing the OK button
Reimplemented in Yukar.Engine.LayoutStateItemTrash.
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Reimplemented in Yukar.Engine.LayoutStateItemTrash.
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Get the value of the selected variable
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hide all layouts including children
| void Yukar.Engine.AbstractLayoutState.Initialize | ( | ) |
Initialization process
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Initialization callback
Reimplemented in Yukar.Engine.LayoutStateItemTrash.
| void Yukar.Engine.AbstractLayoutState.InitializeConfig | ( | ) |
Initialize setting values
| void Yukar.Engine.AbstractLayoutState.InitializeConfigAll | ( | ) |
Initialize all setting values
| bool Yukar.Engine.AbstractLayoutState.IsRunningEvent | ( | ) |
Determine if event is running
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Processes when it is necessary to exit the menu as a result of activating a skill effect on the map
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Set the battle display state
| isBattle | Is it in battle? |
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TODO: Filter compatible
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| void Yukar.Engine.AbstractLayoutState.SetVariableValue | ( | SetVariableSituation | situation | ) |
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| void Yukar.Engine.AbstractLayoutState.SortItem | ( | Common.Rom.MenuSettings.MenuItem.SortTypes | sortType | ) |
sort items
| sortType | Sort type |
| void Yukar.Engine.AbstractLayoutState.SortSkill | ( | Common.Rom.MenuSettings.MenuItem.SortTypes | sortType | ) |
Sort skills
| sortType | Sort type |
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End processing
| void Yukar.Engine.AbstractLayoutState.Update | ( | ) |
Update process (also called when locked)
| void Yukar.Engine.AbstractLayoutState.UpdateGameContent | ( | ) |
Update display information (previous layout is also updated)
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Reimplemented in Yukar.Engine.LayoutStateItemTrash.
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Reimplemented in Yukar.Engine.LayoutStateItemTrash.
| LayoutItemListGenerator Yukar.Engine.AbstractLayoutState.items = new LayoutItemListGenerator() |
Layout item list generator
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