// This console domonstrates a classic MS-DOS or Windows Command Prompt style console. public DOSConsole() : base(80, 25) { this.IsVisible = false; // This is our cusotmer keyboard handler we'll be using to process the cursor on this console. _keyboardHandlerObject = new InputHandling.ClassicConsoleKeyboardHandler(); // Assign our custom handler method from our handler object to this consoles keyboard handler. // We could have overridden the ProcessKeyboard method, but I wanted to demonstrate how you // can use your own handler on any console type. KeyboardHandler = _keyboardHandlerObject.HandleKeyboard; // Our custom handler has a call back for processing the commands the user types. We could handle // this in any method object anywhere, but we've implemented it on this console directly. _keyboardHandlerObject.EnterPressedAction = EnterPressedActionHandler; // Enable the keyboard and setup the prompt. CanUseKeyboard = true; VirtualCursor.IsVisible = true; Prompt = "DOS Prompt> "; // Startup description CellData.Clear(); VirtualCursor.Position = new Point(0, 24); VirtualCursor.Print("Try typing in the following commands: help, ver, cls, look. If you type exit or quit, the program will end.").NewLine().NewLine(); _keyboardHandlerObject.VirtualCursorLastY = 24; _cellData.TimesShiftedUp = 0; VirtualCursor.Print(Prompt); }
public CastleConsole() : base(40, 25) { currentTurnCount = 0; this.mapReader = new MapReader(); GameResult = GameResult.Quit; ItemManager = new ItemManager(UpdateMap); this.gameOver = false; this.IsVisible = false; this.firstRelease = true; RunTick = false; keyboardHandlerObject = new ClassicConsoleKeyboardHandler(); VirtualCursor.Position = new Point(Room.MapWidth + 1, Room.MapHeight + 4); KeyboardHandler = keyboardHandlerObject.HandleKeyboard; keyboardHandlerObject.EnterPressedAction = EnterPressedActionHandler; // Enable the keyboard and setup the prompt. CanUseKeyboard = true; VirtualCursor.IsVisible = true; // Startup description CellData.Clear(); _cellData.TimesShiftedUp = 0; VirtualCursor.Print(CastleAdventureResources.CommandPrompt); currentRoomIndex = 1; player = new Player(); player.Position = new Microsoft.Xna.Framework.Point(_cellData.Width / 2, _cellData.Height / 2); DrawBorder(); DrawRoom(); }
protected override void OnVisibleChanged() { if (IsVisible && !initialized) { // Write to the message layer CellData.Clear(); CellData.Print(0, 0, "Generating map, please wait..."); initialized = true; } }
protected override void Start() { map = gameObject.GetComponentInParents <Canvas>().gameObject.GetLinkMap(); map.Get <Button>("BtnClear").SetOnClickAction(delegate { allData.Clear(); CellData.Clear(); ReloadData(); }); map.Get <Button>("BtnHideLog").SetOnClickAction(delegate { var nowActive = !gameObject.activeSelf; gameObject.SetActiveV2(nowActive); map.Get <CanvasGroup>("MenuButtons").interactable = nowActive; map.Get <CanvasGroup>("MenuButtons").blocksRaycasts = nowActive; }); ToggleShowDebugs().SetOnValueChangedAction(delegate { UpdateFilter(NewFilter()); return(true); }); ToggleShowWarngs().SetOnValueChangedAction(delegate { UpdateFilter(NewFilter()); return(true); }); ToggleShowErrors().SetOnValueChangedAction(delegate { UpdateFilter(NewFilter()); return(true); }); SearchInputField().SetOnValueChangedAction(delegate { UpdateFilter(NewFilter()); return(true); }); }
public void ClearConsole() { allData.Clear(); CellData.Clear(); ReloadData(); }
public void Clear() { CellData.Clear(); VirtualCursor.Position = new Point(0, 24); _keyboardHandlerObject.VirtualCursorLastY = 24; }