// ///////////////////////////////////////////////////////////////////////////////// /// <summary> /// Construct a Window instance from the given template. /// </summary> /// <param name="template"></param> public Window(WindowTemplate template) : base(template) { this.controlList = new List<Control>(); this.managerList = new List<Manager>(); HasFrame = template.HasFrame; TooltipBGAlpha = template.TooltipBGAlpha; TooltipFGAlpha = template.TooltipFGAlpha; }
// ///////////////////////////////////////////////////////////////////////////////// /// <summary> /// Construct a Window instance from the given template. /// </summary> /// <param name="template"></param> public Window(WindowTemplate template) : base(template) { this.controlList = new List <Control>(); this.managerList = new List <Manager>(); HasFrame = template.HasFrame; TooltipBGAlpha = template.TooltipBGAlpha; TooltipFGAlpha = template.TooltipFGAlpha; }
/// Setup() gets called immediately after Application.Start(), and we can override this to provide custom /// initialization code. /// /// The first thing we need to do in this method, however, is call the base method - this /// initializes libtcod, opening the system window and setting the font, all according to the options provided in /// the ApplicationInfo parameter. /// /// After calling the base method, we add our setup code, in this case creating the MyWindow (defined below) object /// and setting it as the current Window. protected override void Setup(ApplicationInfo info) { /// One thing to note: in almost all cases, when overriding a framework method it is necessary /// to call the base method first. The base methods handle most of the gritty details of triggering /// events, propagating messages, and calling the necessary stub methods. base.Setup(info); /// Just use the default options in the WindowTemplate. WindowTemplate mainWindowTemplate = new WindowTemplate(); /// Create the mainWindow with the options specified in mainWindowInfo. We define MyWindow below. MyWindow mainWindow = new MyWindow(mainWindowTemplate); /// Set the mainWindow to be MyApplication's window. Note that if we don't set the application window, /// a default one is created and set automatically. SetWindow(mainWindow); }
/// Any subclass of Window (actually, of Widget, of which Window is derived from) must call the base constructor /// with a single parameter of type WindowTemplate, or a class derived from WindowTemplate. We are /// keeping this simple, so we will use the default WindowTemplate class instead of deriving our own. public MyWindow(WindowTemplate template) : base(template) { }
/// The constructor has been modified so that it must be passed a Player object, which /// we will store in a field for later use. public MyWindow(WindowTemplate template,Player player) : base(template) { this.player = player; }