Ejemplo n.º 1
0
        /* ------------------------------------------------------------------------
         * Initialising
         * ------------------------------------------------------------------------ */
        static void ui_enter_init(Game_Event.Event_Type type, Game_Event data, object user)
        {
            show_splashscreen(type, data, user);

            /* Set up our splashscreen handlers */
            Game_Event.add_handler(Game_Event.Event_Type.INITSTATUS, splashscreen_note, null);
        }
Ejemplo n.º 2
0
        public static void init_display()
        {
            Game_Event.add_handler(Game_Event.Event_Type.ENTER_INIT, ui_enter_init, null);
            Game_Event.add_handler(Game_Event.Event_Type.LEAVE_INIT, ui_leave_init, null);

            Game_Event.add_handler(Game_Event.Event_Type.ENTER_GAME, ui_enter_game, null);
            Game_Event.add_handler(Game_Event.Event_Type.LEAVE_GAME, ui_leave_game, null);

            UIBirth.ui_init_birthstate_handlers();
        }
Ejemplo n.º 3
0
        static void point_based_start()
        {
            string prompt = "[up/down to move, left/right to modify, 'r' to reset, 'Enter' to accept]";

            /* Clear */
            Term.clear();

            /* Display the player */
            Files.display_player_xtra_info();
            Files.display_player_stat_info();

            Utilities.prt(prompt, Term.instance.hgt - 1, Term.instance.wid / 2 - prompt.Length / 2);

            /* Register handlers for various events - cheat a bit because we redraw
             * the lot at once rather than each bit at a time. */
            Game_Event.add_handler(Game_Event.Event_Type.BIRTHPOINTS, point_based_points, null);
            Game_Event.add_handler(Game_Event.Event_Type.STATS, point_based_stats, null);
            Game_Event.add_handler(Game_Event.Event_Type.GOLD, point_based_misc, null);
        }
Ejemplo n.º 4
0
        static void ui_enter_game(Game_Event.Event_Type type, Game_Event data, object user)
        {
            /* Because of the "flexible" sidebar, all these things trigger
             * the same function. */
            Game_Event.add_handler_set(player_events, Sidebar.update_sidebar, null);

            /* The flexible statusbar has similar requirements, so is
             * also trigger by a large set of events. */
            Game_Event.add_handler_set(statusline_events, Statusline.update_statusline, null);

            /* Player HP can optionally change the colour of the '@' now. */
            Game_Event.add_handler(Game_Event.Event_Type.HP, Sidebar.hp_colour_change, null);

            /* Simplest way to keep the map up to date - will do for now */
            Game_Event.add_handler(Game_Event.Event_Type.MAP, Map.update_maps, Misc.angband_term[0]);
            //#if 0
            //    Game_Event.event_add_handler(EVENT_MAP, trace_map_updates, angband_term[0]);
            //#endif
            /* Check if the panel should shift when the player's moved */
            Game_Event.add_handler(Game_Event.Event_Type.PLAYERMOVED, Floor.check_panel, null);
            Game_Event.add_handler(Game_Event.Event_Type.SEEFLOOR, Floor.see_floor_items, null);
        }
Ejemplo n.º 5
0
 public static void ui_init_birthstate_handlers()
 {
     Game_Event.add_handler(Game_Event.Event_Type.ENTER_BIRTH, ui_enter_birthscreen, null);
     Game_Event.add_handler(Game_Event.Event_Type.LEAVE_BIRTH, ui_leave_birthscreen, null);
 }