mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-02 18:17:09 +02:00
Refactored the client update loop so that the GameStateManager is in full control of the simulation update.
63 lines
1.9 KiB
C#
63 lines
1.9 KiB
C#
using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Shared.Input;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Robust.Client.UserInterface
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{
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internal interface IUserInterfaceManagerInternal : IUserInterfaceManager
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{
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/// <summary>
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/// Clears and disposes of all UI components.
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/// Highly destructive!
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/// </summary>
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void DisposeAllComponents();
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void Initialize();
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void InitializeTesting();
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void FrameUpdate(FrameEventArgs args);
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/// <returns>True if a UI control was hit and the key event should not pass through past UI.</returns>
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bool HandleCanFocusDown(Vector2 pointerPosition);
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void HandleCanFocusUp();
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void KeyBindDown(BoundKeyEventArgs args);
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void KeyBindUp(BoundKeyEventArgs args);
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void MouseMove(MouseMoveEventArgs mouseMoveEventArgs);
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void MouseWheel(MouseWheelEventArgs args);
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void TextEntered(TextEventArgs textEvent);
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void ControlHidden(Control control);
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void ControlRemovedFromTree(Control control);
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void RemoveModal(Control modal);
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void Render(IRenderHandle renderHandle);
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void QueueStyleUpdate(Control control);
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void QueueMeasureUpdate(Control control);
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void QueueArrangeUpdate(Control control);
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void CursorChanged(Control control);
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/// <summary>
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/// Hides the tooltip for the indicated control, if tooltip for that control is currently showing.
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/// </summary>
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void HideTooltipFor(Control control);
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/// <summary>
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/// If the control is currently showing a tooltip,
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/// gets the tooltip that was supplied via TooltipSupplier (null if tooltip
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/// was not supplied by tooltip supplier or tooltip is not showing for the control).
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/// </summary>
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Control? GetSuppliedTooltipFor(Control control);
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}
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}
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