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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) |
Manage layout behavior
| Yukar.Engine.LayoutManager.LayoutManager | ( | GameMain | gameMain, |
| Common.Catalog | catalog, | ||
| Guid | guid, | ||
| bool | isPreview = false, |
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| bool | isThumbnail = false |
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| ) |
Initializes a new instance of LayoutManager from the specified GUID.
| gameMain | Game main object |
| catalog | Catalog Objects |
| guid | GUID of layout |
| isPreview | Preview mode or not |
| isThumbnail | Is it in thumbnail mode? |
| 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.
| gameMain | Game main object |
| catalog | Catalog Objects |
| guid | GUID of layout |
| actionType | action type |
| isPreview | Preview mode or not |
| isThumbnail | Is it in thumbnail mode? |
| Yukar.Engine.LayoutManager.LayoutManager | ( | GameMain | gameMain, |
| Common.Catalog | catalog, | ||
| Common.Rom.LayoutProperties.LayoutNode | layoutNode, | ||
| bool | isPreview = false, |
||
| bool | isThumbnail = false |
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| ) |
Initializes a new instance of LayoutManager from a layout node.
| gameMain | Game main object |
| catalog | Catalog Objects |
| layoutNode | layout node |
| isPreview | Preview mode or not |
| isThumbnail | Is it in thumbnail mode? |
| void Yukar.Engine.LayoutManager.AdjustBalloonRect | ( | int | x, |
| int | y | ||
| ) |
Adjust balloon size
| x | size x |
| y | size y |
| void Yukar.Engine.LayoutManager.ChangeRenderStatusWithState | ( | ) |
Change drawing status in layout state.
| void Yukar.Engine.LayoutManager.ConfigureContentPropertyWithState | ( | ) |
Set content properties in layout state.
| MessageReader.MessageEntry.MessageParts Yukar.Engine.LayoutManager.DequeueDialogueCommand | ( | ) |
Dequeue commands for dialog messages
| void Yukar.Engine.LayoutManager.Draw | ( | ) |
Executes the drawing process of LayoutManager.
| bool Yukar.Engine.LayoutManager.HasSameLayoutState | ( | Type | layoutStateType, |
| bool | isRecursive = true, |
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| bool | recursivePrevious = true |
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| ) |
have the same state
| layoutStateType | the type of state you want to search for |
| isRecursive | search recursively |
| recursivePrevious | Search previous layout recursively or search Previous if true or Next if false |
| void Yukar.Engine.LayoutManager.Hide | ( | bool | immediate = false | ) |
Makes the LayoutManager invisible.
| immediate | Whether to hide immediately |
| void Yukar.Engine.LayoutManager.HideAll | ( | bool | immediate = false | ) |
Hide all LayoutManagers.
| immediate | Whether to hide immediately |
| void Yukar.Engine.LayoutManager.HideContainer | ( | ) |
Makes the container invisible.
| void Yukar.Engine.LayoutManager.HideFreeLayout | ( | Guid | layoutGuid, |
| bool | hideAll, | ||
| bool | immediate = false |
||
| ) |
Hides the specified free layout.
| layoutGuid | GUID of the layout to hide |
| hideAll | Whether to hide everything |
| immediate | Whether to hide immediately |
| void Yukar.Engine.LayoutManager.InitializeConfigWithState | ( | ) |
Initializes settings in layout state.
| void Yukar.Engine.LayoutManager.InitializeLayoutState | ( | ) |
Perform initialization for each state
| bool Yukar.Engine.LayoutManager.IsInOutAnimatingLayout | ( | ) |
Show/hide animation in progress
| bool Yukar.Engine.LayoutManager.IsLocked | ( | ) |
Determines whether the LayoutManager is in a locked state.
| bool Yukar.Engine.LayoutManager.IsQueuedMessage | ( | int | id | ) |
Do you have a message queue
| id | ID of the message |
| bool Yukar.Engine.LayoutManager.IsRunningEvent | ( | ) |
is the event running
| bool Yukar.Engine.LayoutManager.IsUsingLayout | ( | ) |
whether the layout is in use
| bool Yukar.Engine.LayoutManager.IsVisibleLayout | ( | ) |
Whether the layout is visible (search next layout recursively)
| void Yukar.Engine.LayoutManager.Lock | ( | ) |
Locks the LayoutManager.
| bool Yukar.Engine.LayoutManager.OpenSelectLayout | ( | bool | initializeLayoutState | ) |
Open the selected layout.
| initializeLayoutState | Whether to initialize the layout state |
| void Yukar.Engine.LayoutManager.Release | ( | ) |
Frees LayoutManager resources.
| void Yukar.Engine.LayoutManager.SetDecisionCancelToPreviousLayout | ( | bool | isDecided | ) |
| void Yukar.Engine.LayoutManager.SetFirstSelectProperty | ( | ) |
set the settings to the top
| void Yukar.Engine.LayoutManager.Show | ( | ) |
Make LayoutManager visible.
| void Yukar.Engine.LayoutManager.ShowContainer | ( | ) |
Make the container visible.
| void Yukar.Engine.LayoutManager.UnLock | ( | ) |
Unlocks the LayoutManager.
| void Yukar.Engine.LayoutManager.Update | ( | ) |
Updates the state of the LayoutManager.
| void Yukar.Engine.LayoutManager.UpdateGameContent | ( | bool | skipBattleReplace = false | ) |
Refresh what you see
| void Yukar.Engine.LayoutManager.UpdateGameContentWithState | ( | ) |
Update game content in layout state.
| bool Yukar.Engine.LayoutManager.VisibleSameLayoutState | ( | Type | layoutStateType, |
| bool | isRecursive = true, |
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| bool | recursivePrevious = true |
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| ) |
whether a layout with the same state is being displayed
| layoutStateType | the type of state you want to search for |
| isRecursive | search recursively |
| recursivePrevious | Search previous layout recursively or search Previous if true or Next if false |
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Whether to lock map interaction while this layout is visible MapScene's LockControl/UnlockControl is called when Show/Hide is triggered.
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Whether to pause the event