Documentation ¶
Index ¶
- Constants
- type IMultipleState
- type ISingleState
- type IStateMachine
- type MultipleState
- type SingleState
- type StateMachine
- func (s *StateMachine) Audio() ISingleState
- func (s *StateMachine) Dial() ISingleState
- func (s *StateMachine) Game() ISingleState
- func (s *StateMachine) Input() ISingleState
- func (s *StateMachine) Minimap() ISingleState
- func (s *StateMachine) Mouse() ISingleState
- func (s *StateMachine) Networking() ISingleState
- func (s *StateMachine) Notification() ISingleState
- func (s *StateMachine) PCs() IMultipleState
- func (s *StateMachine) SettingsMenuCheckbox() ISingleState
- func (s *StateMachine) UI() ISingleState
Constants ¶
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const ( AUDIO_DONE = iota AUDIO_UNDONE )
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const ( INPUT_EMPTY = iota INPUT_SETTINGS_MENU_USERNAME INPUT_JOIN_MENU INPUT_GAME )
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const ( NETWORKING_OFFLINE = iota NETWORKING_ONLINE NETWORKING_WAIT_CONNECTION )
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const ( DIAL_LAN = iota DIAL_WAN )
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const ( GAME_START = iota GAME_JOIN )
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const ( UI_START_MENU = iota UI_SETTINGS_MENU UI_JOIN_MENU UI_MAP_CHOOSE UI_HERO_CHOOSE UI_WAIT_ROOM_START UI_WAIT_ROOM_JOIN UI_CHOOSE_EQUIPMENT UI_GAME )
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const ( UI_SETTINGS_MENU_CHECKBOX_ON = iota UI_SETTINGS_MENU_CHECKBOX_OFF )
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const ( PC_ALIVE = iota PC_DEAD_LONG PC_DEAD_NOW PC_IN_FIGHT )
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const ( MOUSE_BUTTON_CLICK = iota MOUSE_CLICK MOUSE_NONE )
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const ( NOTIFICATION_NEW = iota NOTIFICATION_NONE )
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const ( MINIMAP_ON = iota MINIMAP_OFF )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type IMultipleState ¶
func NewMultipleState ¶
func NewMultipleState(defaultState int) IMultipleState
type ISingleState ¶
func NewSingleState ¶
func NewSingleState(defaultState int) ISingleState
type IStateMachine ¶
type IStateMachine interface { Audio() ISingleState Game() ISingleState UI() ISingleState Input() ISingleState Networking() ISingleState Dial() ISingleState SettingsMenuCheckbox() ISingleState PCs() IMultipleState Mouse() ISingleState Notification() ISingleState Minimap() ISingleState }
func UseStateMachine ¶
func UseStateMachine() IStateMachine
type MultipleState ¶
type MultipleState struct {
// contains filtered or unexported fields
}
func (*MultipleState) Reset ¶
func (s *MultipleState) Reset()
type SingleState ¶
type SingleState struct {
// contains filtered or unexported fields
}
func (*SingleState) GetState ¶
func (s *SingleState) GetState() int
func (*SingleState) SetState ¶
func (s *SingleState) SetState(st int)
type StateMachine ¶
type StateMachine struct {
// contains filtered or unexported fields
}
func (*StateMachine) Audio ¶
func (s *StateMachine) Audio() ISingleState
func (*StateMachine) Dial ¶
func (s *StateMachine) Dial() ISingleState
func (*StateMachine) Game ¶
func (s *StateMachine) Game() ISingleState
func (*StateMachine) Input ¶
func (s *StateMachine) Input() ISingleState
func (*StateMachine) Minimap ¶
func (s *StateMachine) Minimap() ISingleState
func (*StateMachine) Mouse ¶
func (s *StateMachine) Mouse() ISingleState
func (*StateMachine) Networking ¶
func (s *StateMachine) Networking() ISingleState
func (*StateMachine) Notification ¶
func (s *StateMachine) Notification() ISingleState
func (*StateMachine) PCs ¶
func (s *StateMachine) PCs() IMultipleState
func (*StateMachine) SettingsMenuCheckbox ¶
func (s *StateMachine) SettingsMenuCheckbox() ISingleState
func (*StateMachine) UI ¶
func (s *StateMachine) UI() ISingleState
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