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T_WolfCurses_Form_IForm
Maxwolf edited this page Jan 2, 2016
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Defines interface for game mode state which can show data, accept input, add new game modes, set new state, and have user data custom per implementation.
Namespace: WolfCurses.Form
Assembly: WolfCurses (in WolfCurses.dll) Version: 1.0.0.0 (1.0.0.0)
C#
public interface IForm : IComparer<IForm>,
IComparable<IForm>, ITick
The IForm type exposes the following members.
Name | Description | |
---|---|---|
AllowInput | Determines if this dialog state is allowed to receive any input at all, even empty line returns. This is useful for preventing the player from leaving a particular dialog until you are ready or finished processing some data. | |
InputFillsBuffer | Determines if user input is currently allowed to be typed and filled into the input buffer. | |
UserData | Intended to be overridden in abstract class by generics to provide method to return object that contains all the data for parent game Windows. |
Name | Description | |
---|---|---|
Compare | Compares two objects and returns a value indicating whether one is less than, equal to, or greater than the other. (Inherited from IComparer(IForm).) | |
CompareTo | Compares the current object with another object of the same type. (Inherited from IComparable(IForm).) | |
OnFormActivate | Fired when the window is activated and or refocused after another window was removed from being on-top of it. Useful for re-initializing form data after something like a random event runs which might kill people or alter the vehicle inventory. | |
OnFormPostCreate | Fired after the state has been completely attached to the simulation letting the state know it can browse the user data and other properties below it. | |
OnInputBufferReturned | Fired when the game Windows current state is not null and input buffer does not match any known command. | |
OnRenderForm | Returns a text only representation of the current game Windows state. Could be a statement, information, question waiting input, etc. | |
OnTick | Called when the simulation is ticked by underlying operating system, game engine, or potato. Each of these system ticks is called at unpredictable rates, however if not a system tick that means the simulation has processed enough of them to fire off event for fixed interval that is set in the core simulation by constant in milliseconds. (Inherited from ITick.) |
Supported in: 0.1
WolfCurses API
Created by Ron 'Maxwolf' McDowell
Send comments on this topic to [[email protected]](mailto:ron.mcdowell%40gmail.com?Subject=WolfCurses API)- Project Overview
- Namespace List
- ArrayExtensions
- AttributeExtensions
- EnumerableExtension
- Methods
- IModule
- InputManager
- ITick
- IWindow
- Module
- Randomizer
- SceneGraph
- SimulationApp
- StringExtensions
- TypeExtensions
- Window(TCommands, TData)
- WindowData
- WindowFactory
- WindowManager
- Control Namespace
- MarqueeBar
- TextProgress
- Form Namespaces
- Form Namespace
- Form(TData)
- FormFactory
- IForm Interface
- ParentWindowAttribute Class
- Form.Input Namespace
- DialogResponse Enumeration
- DialogType Enumeration
- InputForm(T) Class
- Menu Namespace
- IMenuChoice(T) Interface
- MenuChoice(T) Class