index / content / gui / entity_window / view_manager

Module content.gui.entity_window.view_manager🔗

global record ConstructionWindowParam
record ConData entity: Engine.Entity name: string description: string subconstructionIndex: integer sortKey: integer customTabData: ViewManager.MakeEntityWindowResult end
initialSubconstruction: Engine.Entity customTabs: {ConData} filter: function(Engine.Entity): boolean end
global interface IEntityWindowParam meta: Meta keyEntity: Engine.Entity replacedEntity: Engine.Entity keyNonEntity: string gameCtx: GameContext simple: boolean isMapEditor: boolean isSandboxMode: boolean setActionFn: function(function() : TreeNodeId, string) setActionFn_compareProxy: any closeFn: function() closeFn_compareProxy: any end
global record SetActionFnAndProxy<T> fn: function(function() : TreeNodeId, string) proxy: any end
global record ViewManager
record MakeEntityWindowResult recipe: Recipe<IEntityWindowParam> builtin: Recipe<Builtin.ICompParam> param: IEntityWindowParam replacedEntity: Engine.Entity autoCloseCondition: function(): boolean autoCloseCondition_compareProxy: any fallbackTitle: string locate: function() locate_compareProxy: any end
record MakeEntityWindowContentFn makeEntityWindowContent: function(Engine.Entity, GameContext, boolean, boolean, boolean, {function(?function() : TreeNodeId, ?string), <any type>}, {function() : boolean, <any type>}, {function(), <any type>}, function(Engine.Entity) : boolean, Engine.Entity): MakeEntityWindowResult ConstructionWindow: Recipe<IEntityWindowParam> makeSetActionFnWithCombinedKey: function<T>(Recipe<T>, {function(?function() : TreeNodeId, ?string), <any type>}): SetActionFnAndProxy<T> end
record MakeNonEntityWindowContentFn makeNonEntityWindowContent: function(string, GameContext, boolean, boolean, {function(?function() : TreeNodeId, ?string), <any type>}, {function(), <any type>}, any): MakeEntityWindowResult end
record EntityWindowState revision: Engine.Revision pinned: boolean handoverToPinned: boolean extraParam: any actionFn: function(): TreeNodeId actionFnKey: string end
record ViewManagerParam refRc: ReactNodeRefApiT<Builtin.RendererComponent> gameCtx: GameContext isMapEditor: boolean isSandboxMode: boolean
record SharedState openEntityWindows: {Engine.Entity | string : EntityWindowState} activeEntityWindow: Engine.Entity | string windowOrder: {Engine.Entity | string} forceBlink: boolean end
sharedStateRef: ReactRefT<SharedState> end
ViewManager: Recipe<ViewManagerParam> getEntityDetailsDefaultTool: function(GameContext, boolean, boolean, ReactRefT<ViewManager.ViewManagerParam.SharedState>): ReactToolDefinition<<any type>>, any end

Category: globals🔗

ConstructionWindowParam🔗

global record ConstructionWindowParam
record ConData entity: Engine.Entity name: string description: string subconstructionIndex: integer sortKey: integer customTabData: ViewManager.MakeEntityWindowResult end
initialSubconstruction: Engine.Entity customTabs: {ConData} filter: function(Engine.Entity): boolean end

ConstructionWindowParam.ConData🔗

record ConstructionWindowParam.ConData entity: Engine.Entity name: string description: string subconstructionIndex: integer sortKey: integer customTabData: ViewManager.MakeEntityWindowResult end

ConstructionWindowParam.ConData.entity🔗

ConstructionWindowParam.ConData.entity: Engine.Entity

ConstructionWindowParam.ConData.name🔗

ConstructionWindowParam.ConData.name: string

ConstructionWindowParam.ConData.description🔗

ConstructionWindowParam.ConData.description: string

ConstructionWindowParam.ConData.subconstructionIndex🔗

ConstructionWindowParam.ConData.subconstructionIndex: integer

ConstructionWindowParam.ConData.sortKey🔗

ConstructionWindowParam.ConData.sortKey: integer

ConstructionWindowParam.ConData.customTabData🔗

ConstructionWindowParam.ConData.customTabData: ViewManager.MakeEntityWindowResult

ConstructionWindowParam.initialSubconstruction🔗

ConstructionWindowParam.initialSubconstruction: Engine.Entity

ConstructionWindowParam.customTabs🔗

ConstructionWindowParam.customTabs: {ConData}

ConstructionWindowParam.filter🔗

function ConstructionWindowParam.filter(Engine.Entity): boolean
Parameters
  • Engine.Entity
Returns
  1. boolean

IEntityWindowParam🔗

global interface IEntityWindowParam meta: Meta keyEntity: Engine.Entity replacedEntity: Engine.Entity keyNonEntity: string gameCtx: GameContext simple: boolean isMapEditor: boolean isSandboxMode: boolean setActionFn: function(function() : TreeNodeId, string) setActionFn_compareProxy: any closeFn: function() closeFn_compareProxy: any end

IEntityWindowParam.meta🔗

IEntityWindowParam.meta: Meta

IEntityWindowParam.keyEntity🔗

IEntityWindowParam.keyEntity: Engine.Entity

The entity which the window is displaying (mutually exclusive with keyNonEntity)

IEntityWindowParam.replacedEntity🔗

IEntityWindowParam.replacedEntity: Engine.Entity

IEntityWindowParam.keyNonEntity🔗

IEntityWindowParam.keyNonEntity: string

Special case where EntityWindow tool is used for non-entities (mutually exclusive with keyEntity)

IEntityWindowParam.gameCtx🔗

IEntityWindowParam.gameCtx: GameContext

IEntityWindowParam.simple🔗

IEntityWindowParam.simple: boolean

IEntityWindowParam.isMapEditor🔗

IEntityWindowParam.isMapEditor: boolean

IEntityWindowParam.isSandboxMode🔗

IEntityWindowParam.isSandboxMode: boolean

IEntityWindowParam.setActionFn🔗

function IEntityWindowParam.setActionFn(function() : TreeNodeId, string)
Parameters
  • function(): TreeNodeId
  • string

IEntityWindowParam.setActionFn_compareProxy🔗

IEntityWindowParam.setActionFn_compareProxy: any

IEntityWindowParam.closeFn🔗

function IEntityWindowParam.closeFn()

IEntityWindowParam.closeFn_compareProxy🔗

IEntityWindowParam.closeFn_compareProxy: any

SetActionFnAndProxy🔗

global record SetActionFnAndProxy<T> fn: function(function() : TreeNodeId, string) proxy: any end
Type Parameters
  • T

SetActionFnAndProxy.fn🔗

function SetActionFnAndProxy.fn(function() : TreeNodeId, string)
Parameters
  • function(): TreeNodeId
  • string

SetActionFnAndProxy.proxy🔗

SetActionFnAndProxy.proxy: any

ViewManager🔗

global record ViewManager
record MakeEntityWindowResult recipe: Recipe<IEntityWindowParam> builtin: Recipe<Builtin.ICompParam> param: IEntityWindowParam replacedEntity: Engine.Entity autoCloseCondition: function(): boolean autoCloseCondition_compareProxy: any fallbackTitle: string locate: function() locate_compareProxy: any end
record MakeEntityWindowContentFn makeEntityWindowContent: function(Engine.Entity, GameContext, boolean, boolean, boolean, {function(?function() : TreeNodeId, ?string), <any type>}, {function() : boolean, <any type>}, {function(), <any type>}, function(Engine.Entity) : boolean, Engine.Entity): MakeEntityWindowResult ConstructionWindow: Recipe<IEntityWindowParam> makeSetActionFnWithCombinedKey: function<T>(Recipe<T>, {function(?function() : TreeNodeId, ?string), <any type>}): SetActionFnAndProxy<T> end
record MakeNonEntityWindowContentFn makeNonEntityWindowContent: function(string, GameContext, boolean, boolean, {function(?function() : TreeNodeId, ?string), <any type>}, {function(), <any type>}, any): MakeEntityWindowResult end
record EntityWindowState revision: Engine.Revision pinned: boolean handoverToPinned: boolean extraParam: any actionFn: function(): TreeNodeId actionFnKey: string end
record ViewManagerParam refRc: ReactNodeRefApiT<Builtin.RendererComponent> gameCtx: GameContext isMapEditor: boolean isSandboxMode: boolean
record SharedState openEntityWindows: {Engine.Entity | string : EntityWindowState} activeEntityWindow: Engine.Entity | string windowOrder: {Engine.Entity | string} forceBlink: boolean end
sharedStateRef: ReactRefT<SharedState> end
ViewManager: Recipe<ViewManagerParam> getEntityDetailsDefaultTool: function(GameContext, boolean, boolean, ReactRefT<ViewManager.ViewManagerParam.SharedState>): ReactToolDefinition<<any type>>, any end

ViewManager.MakeEntityWindowResult🔗

record ViewManager.MakeEntityWindowResult recipe: Recipe<IEntityWindowParam> builtin: Recipe<Builtin.ICompParam> param: IEntityWindowParam replacedEntity: Engine.Entity autoCloseCondition: function(): boolean autoCloseCondition_compareProxy: any fallbackTitle: string locate: function() locate_compareProxy: any end

ViewManager.MakeEntityWindowResult.recipe🔗

ViewManager.MakeEntityWindowResult.recipe: Recipe<IEntityWindowParam>

ViewManager.MakeEntityWindowResult.builtin🔗

ViewManager.MakeEntityWindowResult.builtin: Recipe<Builtin.ICompParam>

ViewManager.MakeEntityWindowResult.param🔗

ViewManager.MakeEntityWindowResult.param: IEntityWindowParam

parameter used only as argument to the recipe (i.e. you can put a subclass here and downcast inside the recipe)

ViewManager.MakeEntityWindowResult.replacedEntity🔗

ViewManager.MakeEntityWindowResult.replacedEntity: Engine.Entity

ViewManager.MakeEntityWindowResult.autoCloseCondition🔗

function ViewManager.MakeEntityWindowResult.autoCloseCondition(): boolean
Returns
  1. boolean

ViewManager.MakeEntityWindowResult.autoCloseCondition_compareProxy🔗

ViewManager.MakeEntityWindowResult.autoCloseCondition_compareProxy: any

ViewManager.MakeEntityWindowResult.fallbackTitle🔗

ViewManager.MakeEntityWindowResult.fallbackTitle: string

ViewManager.MakeEntityWindowResult.locate🔗

function ViewManager.MakeEntityWindowResult.locate()

ViewManager.MakeEntityWindowResult.locate_compareProxy🔗

ViewManager.MakeEntityWindowResult.locate_compareProxy: any

ViewManager.MakeEntityWindowContentFn🔗

record ViewManager.MakeEntityWindowContentFn makeEntityWindowContent: function(Engine.Entity, GameContext, boolean, boolean, boolean, {function(?function() : TreeNodeId, ?string), <any type>}, {function() : boolean, <any type>}, {function(), <any type>}, function(Engine.Entity) : boolean, Engine.Entity): MakeEntityWindowResult ConstructionWindow: Recipe<IEntityWindowParam> makeSetActionFnWithCombinedKey: function<T>(Recipe<T>, {function(?function() : TreeNodeId, ?string), <any type>}): SetActionFnAndProxy<T> end

ViewManager.MakeEntityWindowContentFn.makeEntityWindowContent🔗

function ViewManager.MakeEntityWindowContentFn.makeEntityWindowContent(Engine.Entity, GameContext, boolean, boolean, boolean, {function(?function() : TreeNodeId, ?string), <any type>}, {function() : boolean, <any type>}, {function(), <any type>}, function(Engine.Entity) : boolean, Engine.Entity): MakeEntityWindowResult
Parameters
  • Engine.Entity
  • GameContext
  • boolean
  • boolean
  • boolean
  • {function(? function(): TreeNodeId, ? string), <any type>}
  • {function(): boolean, <any type>}
  • {function(), <any type>}
  • function(Engine.Entity): boolean
  • Engine.Entity
Returns
  1. MakeEntityWindowResult

ViewManager.MakeEntityWindowContentFn.ConstructionWindow🔗

ViewManager.MakeEntityWindowContentFn.ConstructionWindow: Recipe<IEntityWindowParam>

ViewManager.MakeEntityWindowContentFn.makeSetActionFnWithCombinedKey🔗

function ViewManager.MakeEntityWindowContentFn.makeSetActionFnWithCombinedKey<T>(Recipe<T>, {function(?function() : TreeNodeId, ?string), <any type>}): SetActionFnAndProxy<T>
Type Parameters
  • T
Parameters
  • Recipe<T>
  • {function(? function(): TreeNodeId, ? string), <any type>}
Returns
  1. SetActionFnAndProxy<T>

ViewManager.MakeNonEntityWindowContentFn🔗

record ViewManager.MakeNonEntityWindowContentFn makeNonEntityWindowContent: function(string, GameContext, boolean, boolean, {function(?function() : TreeNodeId, ?string), <any type>}, {function(), <any type>}, any): MakeEntityWindowResult end

ViewManager.MakeNonEntityWindowContentFn.makeNonEntityWindowContent🔗

function ViewManager.MakeNonEntityWindowContentFn.makeNonEntityWindowContent(string, GameContext, boolean, boolean, {function(?function() : TreeNodeId, ?string), <any type>}, {function(), <any type>}, any): MakeEntityWindowResult
Parameters
  • string
  • GameContext
  • boolean
  • boolean
  • {function(? function(): TreeNodeId, ? string), <any type>}
  • {function(), <any type>}
  • any
Returns
  1. MakeEntityWindowResult

ViewManager.EntityWindowState🔗

record ViewManager.EntityWindowState revision: Engine.Revision pinned: boolean handoverToPinned: boolean extraParam: any actionFn: function(): TreeNodeId actionFnKey: string end

ViewManager.EntityWindowState.revision🔗

ViewManager.EntityWindowState.revision: Engine.Revision

ViewManager.EntityWindowState.pinned🔗

ViewManager.EntityWindowState.pinned: boolean

ViewManager.EntityWindowState.handoverToPinned🔗

ViewManager.EntityWindowState.handoverToPinned: boolean

ViewManager.EntityWindowState.extraParam🔗

ViewManager.EntityWindowState.extraParam: any

ViewManager.EntityWindowState.actionFn🔗

function ViewManager.EntityWindowState.actionFn(): TreeNodeId
Returns
  1. TreeNodeId

ViewManager.EntityWindowState.actionFnKey🔗

ViewManager.EntityWindowState.actionFnKey: string

ViewManager.ViewManagerParam🔗

record ViewManager.ViewManagerParam refRc: ReactNodeRefApiT<Builtin.RendererComponent> gameCtx: GameContext isMapEditor: boolean isSandboxMode: boolean
record SharedState openEntityWindows: {Engine.Entity | string : EntityWindowState} activeEntityWindow: Engine.Entity | string windowOrder: {Engine.Entity | string} forceBlink: boolean end
sharedStateRef: ReactRefT<SharedState> end

ViewManager.ViewManagerParam.refRc🔗

ViewManager.ViewManagerParam.refRc: ReactNodeRefApiT<Builtin.RendererComponent>

ViewManager.ViewManagerParam.gameCtx🔗

ViewManager.ViewManagerParam.gameCtx: GameContext

ViewManager.ViewManagerParam.isMapEditor🔗

ViewManager.ViewManagerParam.isMapEditor: boolean

ViewManager.ViewManagerParam.isSandboxMode🔗

ViewManager.ViewManagerParam.isSandboxMode: boolean

ViewManager.ViewManagerParam.SharedState🔗

record ViewManager.ViewManagerParam.SharedState openEntityWindows: {Engine.Entity | string : EntityWindowState} activeEntityWindow: Engine.Entity | string windowOrder: {Engine.Entity | string} forceBlink: boolean end

ViewManager.ViewManagerParam.SharedState.openEntityWindows🔗

ViewManager.ViewManagerParam.SharedState.openEntityWindows: {Engine.Entity | string : EntityWindowState}

ViewManager.ViewManagerParam.SharedState.activeEntityWindow🔗

ViewManager.ViewManagerParam.SharedState.activeEntityWindow: Engine.Entity | string

ViewManager.ViewManagerParam.SharedState.windowOrder🔗

ViewManager.ViewManagerParam.SharedState.windowOrder: {Engine.Entity | string}

ViewManager.ViewManagerParam.SharedState.forceBlink🔗

ViewManager.ViewManagerParam.SharedState.forceBlink: boolean

ViewManager.ViewManagerParam.sharedStateRef🔗

ViewManager.ViewManagerParam.sharedStateRef: ReactRefT<SharedState>

ViewManager.ViewManager🔗

ViewManager.ViewManager: Recipe<ViewManagerParam>

ViewManager.getEntityDetailsDefaultTool🔗

function ViewManager.getEntityDetailsDefaultTool(GameContext, boolean, boolean, ReactRefT<ViewManager.ViewManagerParam.SharedState>): ReactToolDefinition<<any type>>, any
Parameters
  • GameContext
  • boolean
  • boolean
  • ReactRefT<ViewManager.ViewManagerParam.SharedState>
Returns
  1. ReactToolDefinition<<any type>>
  2. any
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