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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)
 
 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]
 

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 
)

◆ 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 
)

◆ LayoutManager() [3/3]

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

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 ( )

◆ ConfigureContentPropertyWithState()

void Yukar.Engine.LayoutManager.ConfigureContentPropertyWithState ( )

◆ DequeueDialogueCommand()

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

Dequeue commands for dialog messages

Returns
Command obtained by dequeue

◆ Draw()

void Yukar.Engine.LayoutManager.Draw ( )

◆ 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)

◆ HideAll()

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

◆ HideContainer()

void Yukar.Engine.LayoutManager.HideContainer ( )

◆ HideFreeLayout()

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

◆ InitializeConfigWithState()

void Yukar.Engine.LayoutManager.InitializeConfigWithState ( )

◆ 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 ( )

◆ 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 ( )

◆ OpenSelectLayout()

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

◆ Release()

void Yukar.Engine.LayoutManager.Release ( )

◆ SetFirstSelectProperty()

void Yukar.Engine.LayoutManager.SetFirstSelectProperty ( )

set the settings to the top

◆ Show()

void Yukar.Engine.LayoutManager.Show ( )

◆ ShowContainer()

void Yukar.Engine.LayoutManager.ShowContainer ( )

◆ UnLock()

void Yukar.Engine.LayoutManager.UnLock ( )

◆ Update()

void Yukar.Engine.LayoutManager.Update ( )

◆ UpdateGameContent()

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

Refresh what you see

◆ UpdateGameContentWithState()

void Yukar.Engine.LayoutManager.UpdateGameContentWithState ( )

◆ 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

◆ 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