Difference between revisions of "UI"
From BotF2-Wiki
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* SitRepEntry.cs | * SitRepEntry.cs | ||
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+ | == Context Menu == | ||
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+ | * SupremacyClient\themes\Dominion\GameContextMenu.xaml | ||
+ | * GalaxyScreenView.xaml | ||
+ | |||
== Bottom View == | == Bottom View == |
Revision as of 11:46, 11 October 2020
Contents
Intro
some words to UI....
- starting a game starts every of the five screens at the same time ! (Map/System/...)
- inside the screens it is mostly jumping to the last selected tab (e.g. System: Production or Shipbuilding)
- these complete screens are done by different parts:
- left top: Template like SystemInfo
- left bottom: Template like BuildQueue
- right: ProductionScreen
- right bottom: Planets...
- these complete screens are done by different parts:
Theme
- Themes are appearance of each Empire's UI.
Common stuff is content of Global.xaml
Empire's themes are defined in Shared.xaml
Border
- LCARS_BorderStyle (e.g. Chat-Window)
- LCARS_ThinBorderStyle (e.g. Summary)
Colour
LightBlue
- Research
- Dilithium
Red
- Deuterium
Silver
- Intelligence
Gray
- Duranium = Rax Materials
Goldrod
- Energy
- Total Population in EmpireInfo
Borg
- LCARS_GreenTextBrush
- DarkGreen
ClientApp
- SupremacyClient\ClientApp.xaml.cs - this is the main app - starting at "EntryPoint"
- SupremacyClient\ClientWindow.xaml.cs - this is the main window
MultiplayerSetupScreen
- MultiplayerSetupScreen.xaml + MultiplayerSetupScreen.xaml.cs
SUMMARY
- SitRepEntry.cs
Context Menu
- SupremacyClient\themes\Dominion\GameContextMenu.xaml
- GalaxyScreenView.xaml
Bottom View
various parts are filled in
PlanetsViewRegion
- \SupremacyUI\StarSystemPanel.cs
AssignedShipListRegion
- AssignedShipListRegion
PART_ChatPanel
- PART_ChatPanel
F1
- GalaxyScreenView.xaml (Race specific)
- Expander EmpireInfo > EmpireInfoView.xaml
F2
F3
- NewDiplomacyScreen.xaml + NewDiplomacyScreen.xaml.cs
- DiplomacyScreenViewModel.cs
- \SupremacyCore\Diplomacy\DiplomacyHelper.cs
- DiplomatAI.cs
- ForeignPowerViewModel.cs
- DiplomacyMessageViewModel.cs and more
- AcceptProposalVisitor.cs
- RejectProposalVisitor.cs
F4
F5
- AssetsScreen.xaml + AssetsScreen.xaml.cs
- TAB: Colonies -> a) Headline directly in AssetsScreen.xaml
- TAB: Colonies -> b) ColonyList ="{Binding Path=Colonies} -> SystemListItem.xaml (+.cs)
-
- TAB: SpyReport -> b)
- AssetsScreenPresentationModel.cs
- ActiveAgreementViewModel.cs
F11
- File:CheatMenu.xaml + File:CheatMenu.xaml.cs
CTRL+F11
- FakeDialog.xaml + FakeDialog.xaml.cs
ClientSettings
- ClientSettings.cs - stuff is written into file > ClientSettings.xaml
CTRL+O
- ClientOptionsDialog.xaml + ClientOptionsDialog.xaml.cs
File:ClientOptionsDialog.xaml
- File:ClientOptionsDialog.xaml
CTRL+Z
- ClientTracesDialog.xaml + ClientTracesDialog.xaml.cs
File:TracesOptionsPage.xaml
- File:TracesOptionsPage.xaml + File:TracesOptionsPage.xaml.cs
GameOptionsPanel
at Starting
- GameOptionsPanel.xaml + GameOptionsPanel.xaml.cs
LoadGameDialog
- LoadGameDialog.xaml.cs
- SavedGameHeader.cs ( Header checks the save game version if the file is compatible)
Files
- ClientSettings.xaml
Important Code Files
- ClientModule.cs ... starts the App and 'ends' at StartScreen..
- ClientOptions ... like Music Volume
- GameEngine.cs ... start for example a SinglePlayerGame or MultiPlayerGame
- Do....
- GameOptions like GalaxySize
- SupremacyCore\Game\CivilizationManager.cs ... handling Empires and other Civilizations
Sector
- contains a System, Nebulas are also a System
- a system might contain a Colony (which is a inhabitanted system)
- a colony might have Planets (and them moons)
- Colony.cs ... doing stuff for a single Colony
Civilization
- CivilizationManager.cs > contains the civilizations (current credits and more)
- Civilization.cs > only stuff from Civilization.xaml like Name
SAVELOAD
- SavedGameHeader.cs = Header (Name of saved file, version nummer (!!) and more)
- SavedGameManager.cs = saving Game