UI

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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...


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

  • SystemProductionPanel.cs (without any xaml file !)

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