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Small improvements to NamePlateGui doc comments
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4 changed files with 24 additions and 3 deletions
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@ -6,6 +6,13 @@ namespace Dalamud.Game.Gui.NamePlate;
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/// A part builder for constructing and setting quoted nameplate fields (i.e. free company tag and title).
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/// </summary>
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/// <param name="field">The field type which should be set.</param>
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/// <remarks>
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/// This class works as a lazy writer initialized with empty parts, where an empty part signifies no change should be
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/// performed. Only after all handler processing is complete does it write out any parts which were set to the
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/// associated field. Reading fields from this class is usually not what you want to do, as you'll only be reading the
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/// contents of parts which other plugins have written to. Prefer reading from the base handler's properties or using
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/// <see cref="NamePlateInfoView"/>.
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/// </remarks>
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public class NamePlateQuotedParts(NamePlateStringField field, bool isFreeCompany)
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{
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/// <summary>
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@ -6,6 +6,13 @@ namespace Dalamud.Game.Gui.NamePlate;
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/// A part builder for constructing and setting a simple (unquoted) nameplate field.
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/// </summary>
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/// <param name="field">The field type which should be set.</param>
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/// <remarks>
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/// This class works as a lazy writer initialized with empty parts, where an empty part signifies no change should be
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/// performed. Only after all handler processing is complete does it write out any parts which were set to the
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/// associated field. Reading fields from this class is usually not what you want to do, as you'll only be reading the
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/// contents of parts which other plugins have written to. Prefer reading from the base handler's properties or using
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/// <see cref="NamePlateInfoView"/>.
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/// </remarks>
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public class NamePlateSimpleParts(NamePlateStringField field)
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{
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/// <summary>
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@ -90,12 +90,13 @@ public interface INamePlateUpdateHandler
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/// <summary>
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/// Gets or sets the icon ID for the nameplate's marker icon, which is the large icon used to indicate quest
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/// availability and so on. This value is read from and reset by the game every frame, not just when a nameplate
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/// changes.
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/// changes. Setting this to 0 disables the icon.
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/// </summary>
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int MarkerIconId { get; set; }
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/// <summary>
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/// Gets or sets the icon ID for the nameplate's name icon, which is the small icon shown to the left of the name.
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/// Setting this to -1 disables the icon.
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/// </summary>
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int NameIconId { get; set; }
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@ -21,13 +21,19 @@ public interface INamePlateGui
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/// An event which fires when nameplate data is updated and at least one nameplate has important updates. The
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/// subscriber is provided with a list of handlers for nameplates with important updates.
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/// </summary>
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/// <remarks>
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/// Fires after <see cref="OnDataUpdate"/>.
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/// </remarks>
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event OnPlateUpdateDelegate? OnNamePlateUpdate;
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/// <summary>
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/// An event which fires when nameplate data is updated. The subscriber is provided with a list of handlers for all
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/// nameplates. This event is likely to fire every frame even when no nameplates are actually updated, so in most
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/// cases <see cref="OnNamePlateUpdate"/> is preferred.
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/// nameplates.
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/// </summary>
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/// <remarks>
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/// This event is likely to fire every frame even when no nameplates are actually updated, so in most cases
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/// <see cref="OnNamePlateUpdate"/> is preferred. Fires before <see cref="OnNamePlateUpdate"/>.
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/// </remarks>
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event OnPlateUpdateDelegate? OnDataUpdate;
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/// <summary>
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