Example #1
0
        static void ui_leave_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.remove_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.remove_handler_set(statusline_events, Statusline.update_statusline, null);

            /* Player HP can optionally change the colour of the '@' now. */
            Game_Event.remove_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.remove_handler(Game_Event.Event_Type.MAP, Map.update_maps, Misc.angband_term[0]);
            //#if 0
            //    event_remove_handler(EVENT_MAP, trace_map_updates, angband_term[0]);
            //#endif
            /* Check if the panel should shift when the player's moved */
            Game_Event.remove_handler(Game_Event.Event_Type.PLAYERMOVED, Floor.check_panel, null);
            Game_Event.remove_handler(Game_Event.Event_Type.SEEFLOOR, Floor.see_floor_items, null);
        }
Example #2
0
 static void point_based_stop()
 {
     Game_Event.remove_handler(Game_Event.Event_Type.BIRTHPOINTS, point_based_points, null);
     Game_Event.remove_handler(Game_Event.Event_Type.STATS, point_based_stats, null);
     Game_Event.remove_handler(Game_Event.Event_Type.GOLD, point_based_misc, null);
 }
Example #3
0
 static void ui_leave_init(Game_Event.Event_Type type, Game_Event data, object user)
 {
     /* Remove our splashscreen handlers */
     Game_Event.remove_handler(Game_Event.Event_Type.INITSTATUS, splashscreen_note, null);
 }