LambdaHack-0.10.3.0: A game engine library for tactical squad ASCII roguelike dungeon crawlers
Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Client.UI.SessionUI

Description

The client UI session state.

Synopsis

Documentation

data SessionUI Source #

The information that is used across a client playing session, including many consecutive games in a single session. Some of it is saved, some is reset when a new playing session starts. An important component is the frontend session.

Constructors

SessionUI 

Fields

Instances

Instances details
Binary SessionUI Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

data ReqDelay Source #

Instances

Instances details
Eq ReqDelay Source # 
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Defined in Game.LambdaHack.Client.UI.SessionUI

data AimMode Source #

Current aiming mode of a client.

Constructors

AimMode 

Instances

Instances details
Eq AimMode Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

Methods

(==) :: AimMode -> AimMode -> Bool #

(/=) :: AimMode -> AimMode -> Bool #

Show AimMode Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

Generic AimMode Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

Associated Types

type Rep AimMode :: Type -> Type #

Methods

from :: AimMode -> Rep AimMode x #

to :: Rep AimMode x -> AimMode #

Binary AimMode Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

Methods

put :: AimMode -> Put #

get :: Get AimMode #

putList :: [AimMode] -> Put #

type Rep AimMode Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

type Rep AimMode = D1 ('MetaData "AimMode" "Game.LambdaHack.Client.UI.SessionUI" "LambdaHack-0.10.3.0-inplace" 'False) (C1 ('MetaCons "AimMode" 'PrefixI 'True) (S1 ('MetaSel ('Just "aimLevelId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 LevelId) :*: S1 ('MetaSel ('Just "detailLevel") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 DetailLevel)))

newtype KeyMacro Source #

In-game macros. We record menu navigation keystrokes and keystrokes bound to commands with one exception --- we exclude keys that invoke the Record command, to avoid surprises. Keys are kept in the same order in which they're meant to be replayed, i.e. the first element of the list is replayed also as the first one.

Constructors

KeyMacro 

Fields

data KeyMacroFrame Source #

Local macro buffer frame. Predefined macros have their own in-game macro buffer, allowing them to record in-game macro, queue actions and repeat the last macro's action. Running predefined macro pushes new KeyMacroFrame onto the stack. We pop buffers from the stack if locally there are no actions pending to be handled.

Constructors

KeyMacroFrame 

Fields

Instances

Instances details
Show KeyMacroFrame Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

data RunParams Source #

Parameters of the current run.

Constructors

RunParams 

Fields

Instances

Instances details
Show RunParams Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

Binary RunParams Source # 
Instance details

Defined in Game.LambdaHack.Client.UI.SessionUI

data ChosenLore Source #

Last lore being aimed at.