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{
"uid": "8AFDE55BKD6E3A4C21S8B61EF02FC9CC4942",
"isLoaded": true,
"lastModificationTime": 0,
"items": {
"name": "Object_Layout",
"type": "game_script",
"order": 14,
"content": "# ===================================================================\n#\n# Script: Object_Layout\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Object_Layout extends gs.Object_Base\n ###*\n * A layout object defines a new UI layout game scene. A UI layout scene\n * displays in-game UI and let the user interact with it. For example: The\n * title screen, the game menu, etc. \n *\n * @module gs\n * @class Object_Layout\n * @extends gs.Object_Base\n * @memberof gs\n * @constructor\n ###\n constructor: (layoutName) ->\n super()\n #super(null, null, gs.SceneManager)\n \n ###*\n * Indicates that the UI layout is still in prepare-state and not ready.\n * @property preparing\n * @type boolean\n ###\n @preparing = yes\n \n ###*\n * The layout descriptor.\n * @property layoutData\n * @type Object\n ###\n @layoutName = layoutName\n @layoutData = ui.UiFactory.layouts[layoutName]\n \n ###*\n * The behavior-component for the UI layour specific behavior.\n * @property behavior\n * @type gs.Component_LayoutSceneBehavior\n ###\n if @layoutData?.component\n @behavior = new window[@layoutData.component.ns || \"gs\"][@layoutData.component.className]\n else\n @behavior = new gs.Component_LayoutSceneBehavior()\n \n ###*\n * Indicates if the UI layout is visible.\n * @property visible\n * @type boolean\n ###\n @visible = yes\n \n ###*\n * An event-emitter to emit events.\n * @property events\n * @type gs.Component_EventEmitter\n ###\n @events = new gs.Component_EventEmitter()\n \n @addComponent(new gs.Component_InputHandler())\n @addComponent(@behavior)\n \n \n \ngs.Object_Layout = Object_Layout",
"parentId": "A05E7029K45DBA459BSADF4EEC07A526241A",
"folder": false,
"compiledContent": "var Object_Layout,\n extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n hasProp = {}.hasOwnProperty;\n\nObject_Layout = (function(superClass) {\n extend(Object_Layout, superClass);\n\n\n /**\n * A layout object defines a new UI layout game scene. A UI layout scene\n * displays in-game UI and let the user interact with it. For example: The\n * title screen, the game menu, etc. \n *\n * @module gs\n * @class Object_Layout\n * @extends gs.Object_Base\n * @memberof gs\n * @constructor\n */\n\n function Object_Layout(layoutName) {\n var ref;\n Object_Layout.__super__.constructor.call(this);\n\n /**\n * Indicates that the UI layout is still in prepare-state and not ready.\n * @property preparing\n * @type boolean\n */\n this.preparing = true;\n\n /**\n * The layout descriptor.\n * @property layoutData\n * @type Object\n */\n this.layoutName = layoutName;\n this.layoutData = ui.UiFactory.layouts[layoutName];\n\n /**\n * The behavior-component for the UI layour specific behavior.\n * @property behavior\n * @type gs.Component_LayoutSceneBehavior\n */\n if ((ref = this.layoutData) != null ? ref.component : void 0) {\n this.behavior = new window[this.layoutData.component.ns || \"gs\"][this.layoutData.component.className];\n } else {\n this.behavior = new gs.Component_LayoutSceneBehavior();\n }\n\n /**\n * Indicates if the UI layout is visible.\n * @property visible\n * @type boolean\n */\n this.visible = true;\n\n /**\n * An event-emitter to emit events.\n * @property events\n * @type gs.Component_EventEmitter\n */\n this.events = new gs.Component_EventEmitter();\n this.addComponent(new gs.Component_InputHandler());\n this.addComponent(this.behavior);\n }\n\n return Object_Layout;\n\n})(gs.Object_Base);\n\ngs.Object_Layout = Object_Layout;\n\n//# 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sourceURL=Object_Layout_137.js"
},
"summary": [
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}
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Revision |
Author |
Commited |
Message |
1084
|
MOliva
|
Fri 11 May, 2018 12:41:55 +0000 |
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