T_WolfCurses_Form_Input_InputForm_1 - Maxwolf/WolfCurses GitHub Wiki
Represents a dialog box that acts like a pop-up where it displays some piece of data, accepts any key for input and then closes.
System.Object
System.Collections.Generic.Comparer(Form(T))
WolfCurses.Form.Form(T)
WolfCurses.Form.Input.InputForm(T)
Namespace: WolfCurses.Form.Input
Assembly: WolfCurses (in WolfCurses.dll) Version: 1.0.0.0 (1.0.0.0)
C#
public abstract class InputForm<T> : Form<T>
where T : new(), WindowData
- T
- Windows information object that will be applied to this state on when constructor is called.
Name | Description | |
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InputForm(T) | Initializes a new instance of the InputForm(T) class. This constructor will be used by the other one |
Name | Description | |
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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. (Inherited from Form(TData).) |
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DialogType | Defines what type of dialog this will act like depending on this enumeration value. Up to implementation to define desired behavior. |
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InputFillsBuffer | Determines if user input is currently allowed to be typed and filled into the input buffer. (Overrides Form(TData).InputFillsBuffer.) |
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ParentWindow | Current parent game Windows which this state is binded to and is doing work on behalf of. (Inherited from Form(TData).) |
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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. (Inherited from Form(TData).) |
Name | Description | |
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ClearForm | Removes the current state from the active game Windows. (Inherited from Form(TData).) |
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Compare(Form(TData), Form(TData)) | When overridden in a derived class, performs a comparison of two objects of the same type and returns a value indicating whether one object is less than, equal to, or greater than the other. (Inherited from Form(TData).) |
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Compare(IForm, IForm) | Compares two objects and returns a value indicating whether one is less than, equal to, or greater than the other. (Inherited from Form(TData).) |
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CompareTo(Form(TData)) | Compares the current object with another object of the same type. (Inherited from Form(TData).) |
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CompareTo(IForm) | Compares the current object with another object of the same type. (Inherited from Form(TData).) |
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Equals(Object) | Determines whether the specified object is equal to the current object. (Inherited from Object.) |
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Equals(Form(TData)) | Indicates whether the current object is equal to another object of the same type. (Inherited from Form(TData).) |
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Equals(Form(TData), Form(TData)) | Determines whether the specified objects are equal. (Inherited from Form(TData).) |
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Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) |
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GetHashCode() | Serves as a hash function for a particular type. (Inherited from Form(TData).) |
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GetHashCode(Form(TData)) | Returns a hash code for the specified object. (Inherited from Form(TData).) |
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GetType | Gets the Type of the current instance. (Inherited from Object.) |
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MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) |
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OnDialogPrompt | Fired when dialog prompt is attached to active game Windows and would like to have a string returned. |
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OnDialogResponse | Fired when the dialog receives favorable input and determines a response based on this. From this method it is common to attach another state, or remove the current state based on the response. |
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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. (Inherited from Form(TData).) |
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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. (Overrides Form(TData).OnFormPostCreate().) |
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OnInputBufferReturned | Fired when the game Windows current state is not null and input buffer does not match any known command. (Overrides Form(TData).OnInputBufferReturned(String).) |
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OnRenderForm | Returns a text only representation of the current game Windows state. Could be a statement, information, question waiting input, etc. (Overrides Form(TData).OnRenderForm().) |
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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 Form(TData).) |
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SetForm | Creates and adds the specified type of state to currently active game Windows. (Inherited from Form(TData).) |
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ToString | Returns a string that represents the current object. (Inherited from Form(TData).) |
Name | Description | |
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ToDescriptionAttribute | Attempts to grab description attribute from any object. (Defined by AttributeExtensions.) |
Supported in: 0.1