/* ------------------------------------------------------------------------ * Temporary (hopefully) hackish solutions. * ------------------------------------------------------------------------ */ public static void check_panel(Game_Event.Event_Type type, Game_Event data, object user) { Xtra2.verify_panel(); }
private const int INFO_SCREENS = 2; /* Number of screens in character info mode */ /* * Hack -- redraw the screen * * This command performs various low level updates, clears all the "extra" * windows, does a total redraw of the main window, and requests all of the * interesting updates and redraws that I can think of. * * This command is also used to "instantiate" the results of the user * selecting various things, such as graphics mode, so it must call * the "TERM_XTRA_REACT" hook before redrawing the windows. * */ public static void redraw() { int j; Term old = Term.instance; /* Low level flush */ Term.flush(); /* Reset "inkey()" */ Utilities.flush(); if (Player.Player.character_dungeon) { Xtra2.verify_panel(); } /* Hack -- React to changes */ Term.xtra(TERM_XTRA.REACT, 0); /* Combine and Reorder the pack (later) */ Misc.p_ptr.notice |= (Misc.PN_COMBINE | Misc.PN_REORDER); /* Update torch */ Misc.p_ptr.update |= (Misc.PU_TORCH); /* Update stuff */ Misc.p_ptr.update |= (Misc.PU_BONUS | Misc.PU_HP | Misc.PU_MANA | Misc.PU_SPELLS); /* Fully update the visuals */ Misc.p_ptr.update |= (Misc.PU_FORGET_VIEW | Misc.PU_UPDATE_VIEW | Misc.PU_MONSTERS); /* Redraw everything */ Misc.p_ptr.redraw |= (uint)(Misc.PR_BASIC | Misc.PR_EXTRA | Misc.PR_MAP | Misc.PR_INVEN | Misc.PR_EQUIP | Misc.PR_MESSAGE | Misc.PR_MONSTER | Misc.PR_OBJECT | Misc.PR_MONLIST | Misc.PR_ITEMLIST); /* Clear screen */ Term.clear(); /* Hack -- update */ Misc.p_ptr.handle_stuff(); /* Place the cursor on the player */ if (Player.Player.character_dungeon) { Cave.move_cursor_relative(Misc.p_ptr.px, Misc.p_ptr.py); } /* Redraw every window */ for (j = 0; j < Misc.ANGBAND_TERM_MAX; j++) { if (Misc.angband_term[j] == null) { continue; } Misc.angband_term[j].activate(); Term.redraw(); Term.fresh(); old.activate(); } }