Manage layout behavior More...
Classes | |
class | SelectProperty |
Public Member Functions | |
LayoutManager (GameMain gameMain, Common.Catalog catalog, Guid guid, bool isPreview=false, bool isThumbnail=false) | |
LayoutManager (GameMain gameMain, Common.Catalog catalog, Guid guid, Common.Rom.MenuSettings.MenuItem.ActionType actionType, bool isPreview=false, bool isThumbnail=false) | |
LayoutManager (GameMain gameMain, Common.Catalog catalog, Common.Rom.LayoutProperties.LayoutNode layoutNode, bool isPreview=false, bool isThumbnail=false) | |
void | Update () |
void | Draw () |
void | Show () |
void | Hide (bool immediate=false) |
void | HideAll (bool immediate=false) |
void | HideFreeLayout (Guid layoutGuid, bool hideAll) |
void | Lock () |
void | UnLock () |
bool | IsLocked () |
void | ShowContainer () |
void | HideContainer () |
void | Release () |
bool | OpenSelectLayout (bool initializeLayoutState) |
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 () |
void | ConfigureContentPropertyWithState () |
void | ChangeRenderStatusWithState () |
void | InitializeConfigWithState () |
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... | |
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] |
bool | SuspendEvents [get, set] |
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] |
Manage layout behavior
Yukar.Engine.LayoutManager.LayoutManager | ( | GameMain | gameMain, |
Common.Catalog | catalog, | ||
Guid | guid, | ||
bool | isPreview = false , |
||
bool | isThumbnail = false |
||
) |
Yukar.Engine.LayoutManager.LayoutManager | ( | GameMain | gameMain, |
Common.Catalog | catalog, | ||
Guid | guid, | ||
Common.Rom.MenuSettings.MenuItem.ActionType | actionType, | ||
bool | isPreview = false , |
||
bool | isThumbnail = false |
||
) |
Yukar.Engine.LayoutManager.LayoutManager | ( | GameMain | gameMain, |
Common.Catalog | catalog, | ||
Common.Rom.LayoutProperties.LayoutNode | layoutNode, | ||
bool | isPreview = false , |
||
bool | isThumbnail = false |
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) |
void Yukar.Engine.LayoutManager.AdjustBalloonRect | ( | int | x, |
int | y | ||
) |
Adjust balloon size
x | size x |
y | size y |
void Yukar.Engine.LayoutManager.ChangeRenderStatusWithState | ( | ) |
void Yukar.Engine.LayoutManager.ConfigureContentPropertyWithState | ( | ) |
MessageReader.MessageEntry.MessageParts Yukar.Engine.LayoutManager.DequeueDialogueCommand | ( | ) |
Dequeue commands for dialog messages
void Yukar.Engine.LayoutManager.Draw | ( | ) |
bool Yukar.Engine.LayoutManager.HasSameLayoutState | ( | Type | layoutStateType, |
bool | isRecursive = true , |
||
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 | ) |
void Yukar.Engine.LayoutManager.HideAll | ( | bool | immediate = false | ) |
void Yukar.Engine.LayoutManager.HideContainer | ( | ) |
void Yukar.Engine.LayoutManager.HideFreeLayout | ( | Guid | layoutGuid, |
bool | hideAll | ||
) |
void Yukar.Engine.LayoutManager.InitializeConfigWithState | ( | ) |
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 | ( | ) |
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 | ( | ) |
bool Yukar.Engine.LayoutManager.OpenSelectLayout | ( | bool | initializeLayoutState | ) |
void Yukar.Engine.LayoutManager.Release | ( | ) |
void Yukar.Engine.LayoutManager.SetFirstSelectProperty | ( | ) |
set the settings to the top
void Yukar.Engine.LayoutManager.Show | ( | ) |
void Yukar.Engine.LayoutManager.ShowContainer | ( | ) |
void Yukar.Engine.LayoutManager.UnLock | ( | ) |
void Yukar.Engine.LayoutManager.Update | ( | ) |
void Yukar.Engine.LayoutManager.UpdateGameContent | ( | bool | skipBattleReplace = false | ) |
Refresh what you see
void Yukar.Engine.LayoutManager.UpdateGameContentWithState | ( | ) |
bool Yukar.Engine.LayoutManager.VisibleSameLayoutState | ( | Type | layoutStateType, |
bool | isRecursive = true , |
||
bool | recursivePrevious = true |
||
) |
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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