swarm-0.5.0.0: 2D resource gathering game with programmable robots
LicenseBSD-3-Clause
Safe HaskellSafe-Inferred
LanguageHaskell2010

Swarm.TUI.Model.Name

Description

Sum types representing the Brick names for every referenceable widget.

Nesting of name types is utilized often to simplify case matching.

Synopsis

Documentation

data WorldEditorFocusable Source #

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Bounded WorldEditorFocusable Source # 
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Enum WorldEditorFocusable Source # 
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Read WorldEditorFocusable Source # 
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Show WorldEditorFocusable Source # 
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Eq WorldEditorFocusable Source # 
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Ord WorldEditorFocusable Source # 
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data FocusablePanel Source #

Constructors

REPLPanel

The panel containing the REPL.

WorldPanel

The panel containing the world view.

WorldEditorPanel

The panel containing the world editor controls.

RobotPanel

The panel showing robot info and inventory on the top left.

InfoPanel

The info panel on the bottom left.

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Bounded FocusablePanel Source # 
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Enum FocusablePanel Source # 
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Read FocusablePanel Source # 
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Show FocusablePanel Source # 
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Eq FocusablePanel Source # 
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Ord FocusablePanel Source # 
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data ScenarioConfigPanelFocusable Source #

Constructors

ScriptSelector

The file selector for launching a scenario with a script

SeedSelector 
StartGameButton 

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Bounded ScenarioConfigPanelFocusable Source # 
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Enum ScenarioConfigPanelFocusable Source # 
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Read ScenarioConfigPanelFocusable Source # 
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Show ScenarioConfigPanelFocusable Source # 
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Eq ScenarioConfigPanelFocusable Source # 
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Ord ScenarioConfigPanelFocusable Source # 
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data GoalWidget Source #

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Bounded GoalWidget Source # 
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Enum GoalWidget Source # 
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Read GoalWidget Source # 
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Show GoalWidget Source # 
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Eq GoalWidget Source # 
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Ord GoalWidget Source # 
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data Button Source #

Clickable buttons in modal dialogs.

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Bounded Button Source # 
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Enum Button Source # 
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Read Button Source # 
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Show Button Source # 
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Eq Button Source # 
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Methods

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

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

Ord Button Source # 
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data Name Source #

Name represents names to uniquely identify various components of the UI, such as forms, panels, caches, extents, lists, and buttons.

Constructors

FocusablePanel FocusablePanel 
WorldEditorPanelControl WorldEditorFocusable

An individual control within the world editor panel.

REPLInput

The REPL input form.

REPLHistoryCache

The REPL history cache.

WorldCache

The render cache for the world view.

WorldExtent

The cached extent for the world view.

WorldPositionIndicator

The cursor/viewCenter display in the bottom left of the World view

EntityPaintList

The list of possible entities to paint a map with.

EntityPaintListItem Int

The entity paint item position in the EntityPaintList.

TerrainList

The list of possible terrain materials.

TerrainListItem Int

The terrain item position in the TerrainList.

InventoryList

The list of inventory items for the currently focused robot.

InventoryListItem Int

The inventory item position in the InventoryList.

MenuList

The list of main menu choices.

AchievementList

The list of achievements.

ScenarioConfigControl ScenarioConfigPanel

An individual control within the scenario launch config panel

GoalWidgets GoalWidget

The list of goals/objectives.

ScenarioList

The list of scenario choices.

InfoViewport

The scrollable viewport for the info panel.

ModalViewport

The scrollable viewport for any modal dialog.

REPLViewport

The scrollable viewport for the REPL.

Button Button

A clickable button in a modal dialog.

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Read Name Source # 
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Show Name Source # 
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Methods

showsPrec :: Int -> Name -> ShowS #

show :: Name -> String #

showList :: [Name] -> ShowS #

Eq Name Source # 
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Methods

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

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

Ord Name Source # 
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Methods

compare :: Name -> Name -> Ordering #

(<) :: Name -> Name -> Bool #

(<=) :: Name -> Name -> Bool #

(>) :: Name -> Name -> Bool #

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

max :: Name -> Name -> Name #

min :: Name -> Name -> Name #