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Yukar.Engine.LayoutManager Class Reference

Manage layout behavior More...

Classes

class  SelectProperty
 

Public Member Functions

 LayoutManager (GameMain gameMain, Common.Catalog catalog, Guid guid, bool isPreview=false, bool isThumbnail=false)
 Initializes a new instance of LayoutManager from the specified GUID. More...
 
 LayoutManager (GameMain gameMain, Common.Catalog catalog, Guid guid, Common.Rom.MenuSettings.MenuItem.ActionType actionType, bool isPreview=false, bool isThumbnail=false)
 Initializes a new instance of LayoutManager from the specified GUID and action type. More...
 
 LayoutManager (GameMain gameMain, Common.Catalog catalog, Common.Rom.LayoutProperties.LayoutNode layoutNode, bool isPreview=false, bool isThumbnail=false)
 Initializes a new instance of LayoutManager from a layout node. More...
 
void Update ()
 Updates the state of the LayoutManager. More...
 
void Draw ()
 Executes the drawing process of LayoutManager. More...
 
void Show ()
 Make LayoutManager visible. More...
 
void Hide (bool immediate=false)
 Makes the LayoutManager invisible. More...
 
void HideAll (bool immediate=false)
 Hide all LayoutManagers. More...
 
void HideFreeLayout (Guid layoutGuid, bool hideAll, bool immediate=false)
 Hides the specified free layout. More...
 
void Lock ()
 Locks the LayoutManager. More...
 
void UnLock ()
 Unlocks the LayoutManager. More...
 
bool IsLocked ()
 Determines whether the LayoutManager is in a locked state. More...
 
void ShowContainer ()
 Make the container visible. More...
 
void HideContainer ()
 Makes the container invisible. More...
 
void Release ()
 Frees LayoutManager resources. More...
 
bool OpenSelectLayout (bool initializeLayoutState)
 Open the selected layout. More...
 
void InitializeLayoutState ()
 Perform initialization for each state More...
 
void SetFirstSelectProperty ()
 set the settings to the top More...
 
void UpdateGameContent (bool skipBattleReplace=false)
 Refresh what you see More...
 
void UpdateGameContentWithState ()
 Update game content in layout state. More...
 
void ConfigureContentPropertyWithState ()
 Set content properties in layout state. More...
 
void ChangeRenderStatusWithState ()
 Change drawing status in layout state. More...
 
void InitializeConfigWithState ()
 Initializes settings in layout state. More...
 
bool IsUsingLayout ()
 whether the layout is in use More...
 
bool IsVisibleLayout ()
 Whether the layout is visible (search next layout recursively) More...
 
bool IsInOutAnimatingLayout ()
 Show/hide animation in progress More...
 
bool IsRunningEvent ()
 is the event running More...
 
bool HasSameLayoutState (Type layoutStateType, bool isRecursive=true, bool recursivePrevious=true)
 have the same state More...
 
bool VisibleSameLayoutState (Type layoutStateType, bool isRecursive=true, bool recursivePrevious=true)
 whether a layout with the same state is being displayed More...
 
bool IsQueuedMessage (int id)
 Do you have a message queue More...
 
MessageReader.MessageEntry.MessageParts DequeueDialogueCommand ()
 Dequeue commands for dialog messages More...
 
void AdjustBalloonRect (int x, int y)
 Adjust balloon size More...
 
void SetDecisionCancelToPreviousLayout (bool isDecided)
 

Properties

LayoutDrawer LayoutDrawer [get, set]
 
Guid LayoutGuid [get]
 
AbstractLayoutState LayoutState [get]
 
LayoutManager NextlayoutManager [get, set]
 
LayoutManager PreviousLayoutManager [get, set]
 
AbstractRenderObject.GameContent GameContent [get, set]
 
AbstractRenderObject.RenderStatus RenderStatus [get, set]
 
AbstractRenderObject.RenderStatus RenderStatusSub [get, set]
 
Common.Rom.LayoutProperties.LayoutNode LayoutNode [get]
 
SelectProperty SelectProp [get, set]
 
bool AutoRelease [get, set]
 
int DrawOrder [get, set]
 
bool ShouldLockControl [get, set]
 Whether to lock map interaction while this layout is visible MapScene's LockControl/UnlockControl is called when Show/Hide is triggered. More...
 
bool SuspendEvents [get, set]
 Whether to pause the event More...
 
bool Hidding [get]
 
bool CanHideWithCancel [get]
 
bool ShouldSave [get]
 
Common.Rom.LayoutProperties.LayoutNode.PartyTypes PartyType [get]
 
bool IsActive = true [set]
 
bool IsBattle = false [get, set]
 
bool AutoSort [get, set]
 
Common.Rom.MenuSettings.MenuItem.SortTypes SortType [get, set]
 

Detailed Description

Manage layout behavior

Constructor & Destructor Documentation

◆ LayoutManager() [1/3]

Yukar.Engine.LayoutManager.LayoutManager ( GameMain  gameMain,
Common.Catalog  catalog,
Guid  guid,
bool  isPreview = false,
bool  isThumbnail = false 
)

Initializes a new instance of LayoutManager from the specified GUID.

Parameters
gameMainGame main object
catalogCatalog Objects
guidGUID of layout
isPreviewPreview mode or not
isThumbnailIs it in thumbnail mode?

◆ LayoutManager() [2/3]

Yukar.Engine.LayoutManager.LayoutManager ( GameMain  gameMain,
Common.Catalog  catalog,
Guid  guid,
Common.Rom.MenuSettings.MenuItem.ActionType  actionType,
bool  isPreview = false,
bool  isThumbnail = false 
)

Initializes a new instance of LayoutManager from the specified GUID and action type.

Parameters
gameMainGame main object
catalogCatalog Objects
guidGUID of layout
actionTypeaction type
isPreviewPreview mode or not
isThumbnailIs it in thumbnail mode?

◆ LayoutManager() [3/3]

Yukar.Engine.LayoutManager.LayoutManager ( GameMain  gameMain,
Common.Catalog  catalog,
Common.Rom.LayoutProperties.LayoutNode  layoutNode,
bool  isPreview = false,
bool  isThumbnail = false 
)

Initializes a new instance of LayoutManager from a layout node.

Parameters
gameMainGame main object
catalogCatalog Objects
layoutNodelayout node
isPreviewPreview mode or not
isThumbnailIs it in thumbnail mode?

Member Function Documentation

◆ AdjustBalloonRect()

void Yukar.Engine.LayoutManager.AdjustBalloonRect ( int  x,
int  y 
)

Adjust balloon size

Parameters
xsize x
ysize y

◆ ChangeRenderStatusWithState()

void Yukar.Engine.LayoutManager.ChangeRenderStatusWithState ( )

Change drawing status in layout state.

◆ ConfigureContentPropertyWithState()

void Yukar.Engine.LayoutManager.ConfigureContentPropertyWithState ( )

Set content properties in layout state.

◆ DequeueDialogueCommand()

MessageReader.MessageEntry.MessageParts Yukar.Engine.LayoutManager.DequeueDialogueCommand ( )

Dequeue commands for dialog messages

Returns
Command obtained by dequeue

◆ Draw()

void Yukar.Engine.LayoutManager.Draw ( )

Executes the drawing process of LayoutManager.

◆ HasSameLayoutState()

bool Yukar.Engine.LayoutManager.HasSameLayoutState ( Type  layoutStateType,
bool  isRecursive = true,
bool  recursivePrevious = true 
)

have the same state

Parameters
layoutStateTypethe type of state you want to search for
isRecursivesearch recursively
recursivePreviousSearch previous layout recursively or search Previous if true or Next if false
Returns
true has the same state false does not have the same state

◆ Hide()

void Yukar.Engine.LayoutManager.Hide ( bool  immediate = false)

Makes the LayoutManager invisible.

Parameters
immediateWhether to hide immediately

◆ HideAll()

void Yukar.Engine.LayoutManager.HideAll ( bool  immediate = false)

Hide all LayoutManagers.

Parameters
immediateWhether to hide immediately

◆ HideContainer()

void Yukar.Engine.LayoutManager.HideContainer ( )

Makes the container invisible.

◆ HideFreeLayout()

void Yukar.Engine.LayoutManager.HideFreeLayout ( Guid  layoutGuid,
bool  hideAll,
bool  immediate = false 
)

Hides the specified free layout.

Parameters
layoutGuidGUID of the layout to hide
hideAllWhether to hide everything
immediateWhether to hide immediately

◆ InitializeConfigWithState()

void Yukar.Engine.LayoutManager.InitializeConfigWithState ( )

Initializes settings in layout state.

◆ InitializeLayoutState()

void Yukar.Engine.LayoutManager.InitializeLayoutState ( )

Perform initialization for each state

◆ IsInOutAnimatingLayout()

bool Yukar.Engine.LayoutManager.IsInOutAnimatingLayout ( )

Show/hide animation in progress

Returns
true show, during hide animation false show, no hide animation

◆ IsLocked()

bool Yukar.Engine.LayoutManager.IsLocked ( )

Determines whether the LayoutManager is in a locked state.

Returns
true Locked state false Not locked state

◆ IsQueuedMessage()

bool Yukar.Engine.LayoutManager.IsQueuedMessage ( int  id)

Do you have a message queue

Parameters
idID of the message
Returns
true yes false no

◆ IsRunningEvent()

bool Yukar.Engine.LayoutManager.IsRunningEvent ( )

is the event running

Returns

◆ IsUsingLayout()

bool Yukar.Engine.LayoutManager.IsUsingLayout ( )

whether the layout is in use

Returns
true in use false not in use

◆ IsVisibleLayout()

bool Yukar.Engine.LayoutManager.IsVisibleLayout ( )

Whether the layout is visible (search next layout recursively)

Returns
true in use false not in use

◆ Lock()

void Yukar.Engine.LayoutManager.Lock ( )

Locks the LayoutManager.

◆ OpenSelectLayout()

bool Yukar.Engine.LayoutManager.OpenSelectLayout ( bool  initializeLayoutState)

Open the selected layout.

Parameters
initializeLayoutStateWhether to initialize the layout state
Returns
true could be opened false could not be opened

◆ Release()

void Yukar.Engine.LayoutManager.Release ( )

Frees LayoutManager resources.

◆ SetDecisionCancelToPreviousLayout()

void Yukar.Engine.LayoutManager.SetDecisionCancelToPreviousLayout ( bool  isDecided)

◆ SetFirstSelectProperty()

void Yukar.Engine.LayoutManager.SetFirstSelectProperty ( )

set the settings to the top

◆ Show()

void Yukar.Engine.LayoutManager.Show ( )

Make LayoutManager visible.

◆ ShowContainer()

void Yukar.Engine.LayoutManager.ShowContainer ( )

Make the container visible.

◆ UnLock()

void Yukar.Engine.LayoutManager.UnLock ( )

Unlocks the LayoutManager.

◆ Update()

void Yukar.Engine.LayoutManager.Update ( )

Updates the state of the LayoutManager.

◆ UpdateGameContent()

void Yukar.Engine.LayoutManager.UpdateGameContent ( bool  skipBattleReplace = false)

Refresh what you see

◆ UpdateGameContentWithState()

void Yukar.Engine.LayoutManager.UpdateGameContentWithState ( )

Update game content in layout state.

◆ VisibleSameLayoutState()

bool Yukar.Engine.LayoutManager.VisibleSameLayoutState ( Type  layoutStateType,
bool  isRecursive = true,
bool  recursivePrevious = true 
)

whether a layout with the same state is being displayed

Parameters
layoutStateTypethe type of state you want to search for
isRecursivesearch recursively
recursivePreviousSearch previous layout recursively or search Previous if true or Next if false
Returns
true the same state is being displayed false the same state is not being displayed

Property Documentation

◆ AutoRelease

bool Yukar.Engine.LayoutManager.AutoRelease
getset

◆ AutoSort

bool Yukar.Engine.LayoutManager.AutoSort
getset

◆ CanHideWithCancel

bool Yukar.Engine.LayoutManager.CanHideWithCancel
get

◆ DrawOrder

int Yukar.Engine.LayoutManager.DrawOrder
getset

◆ GameContent

AbstractRenderObject.GameContent Yukar.Engine.LayoutManager.GameContent
getset

◆ Hidding

bool Yukar.Engine.LayoutManager.Hidding
get

◆ IsActive

bool Yukar.Engine.LayoutManager.IsActive = true
set

◆ IsBattle

bool Yukar.Engine.LayoutManager.IsBattle = false
getset

◆ LayoutDrawer

LayoutDrawer Yukar.Engine.LayoutManager.LayoutDrawer
getset

◆ LayoutGuid

Guid Yukar.Engine.LayoutManager.LayoutGuid
get

◆ LayoutNode

Common.Rom.LayoutProperties.LayoutNode Yukar.Engine.LayoutManager.LayoutNode
get

◆ LayoutState

AbstractLayoutState Yukar.Engine.LayoutManager.LayoutState
get

◆ NextlayoutManager

LayoutManager Yukar.Engine.LayoutManager.NextlayoutManager
getset

◆ PartyType

Common.Rom.LayoutProperties.LayoutNode.PartyTypes Yukar.Engine.LayoutManager.PartyType
get

◆ PreviousLayoutManager

LayoutManager Yukar.Engine.LayoutManager.PreviousLayoutManager
getset

◆ RenderStatus

AbstractRenderObject.RenderStatus Yukar.Engine.LayoutManager.RenderStatus
getset

◆ RenderStatusSub

AbstractRenderObject.RenderStatus Yukar.Engine.LayoutManager.RenderStatusSub
getset

◆ SelectProp

SelectProperty Yukar.Engine.LayoutManager.SelectProp
getset

◆ ShouldLockControl

bool Yukar.Engine.LayoutManager.ShouldLockControl
getset

Whether to lock map interaction while this layout is visible MapScene's LockControl/UnlockControl is called when Show/Hide is triggered.

◆ ShouldSave

bool Yukar.Engine.LayoutManager.ShouldSave
get

◆ SortType

Common.Rom.MenuSettings.MenuItem.SortTypes Yukar.Engine.LayoutManager.SortType
getset

◆ SuspendEvents

bool Yukar.Engine.LayoutManager.SuspendEvents
getset

Whether to pause the event