tipManagerobject
The tip manager keeps track of which tips we have shown. Since we don’t want to unnecessarily show any tips more than once, we store this information both transiently (in the tipManager) and persistently (in the tip objects themselves). This should make sure that we at least cover these two types of cases:
- The player sees a tip, then restarts, undos or restores to an earlier position. - The player sees a tip, saves, then resumes play at some later time.
transient
tipManager
:
InitObject
PostRestoreObject
PostUndoObject
Superclass Tree (in declaration order)
tipManager
InitObject
ModuleExecObject
` object
[
PostRestoreObject](../object/PostRestoreObject.html)
[
ModuleExecObject](../object/ModuleExecObject.html)
object
[
PostUndoObject](../object/PostUndoObject.html)
[
ModuleExecObject](../object/ModuleExecObject.html)
object`
Summary of Properties
Inherited from ModuleExecObject
:
execAfterMe
execBeforeMe
hasInitialized_
isDoingExec_
isExecuted_
Inherited from PostRestoreObject
:
restoreCode
Summary of Methods
Inherited from ModuleExecObject
:
_execute
classExec
Properties
pendingTips
a vector of tips to be displayed before the next prompt
shownTips
A transient list of shown tips. Note that this must be a list and not a vector. When updating a list, we actually replace it with a new list, since lists are immutable. This is a transient change - it affects only the value of the shownTips property. Updating a vector, however, modifies the vector itself and leaves the property with the same reference. A vector itself is always persistent, so this change would be lost after E.G. a restore.
Methods
execute ( )
OVERRIDDEN
update tip information after a restore, restart or undo
showTips ( )
Show pending tips. This is called by a PromptDaemon before each new round of input.
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3