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Module: game/layers

Interfaces

BaseLayer

BaseLayer: Object

The properties that are added onto a processed LayerOptions to create a Layer

NameTypeDescription
emit<K>(...args: [K, ...Parameters<LayerEvents[K]>[]]) => voidA function to emit a LayerEvents event to this layer.
emitterEmitter<LayerEvents>An emitter for sending LayerEvents events for this layer.
idstringThe ID of the layer. Populated from the createLayer parameters. Used for saving and tracking open tabs.
minimizedPersistent<boolean>A persistent ref tracking if the tab is minimized or not.
nodesRef<Record<string, undefined | FeatureNode>>A map of FeatureNodes present in this layer's ContextComponent component.
on(...args: [event: keyof LayerEvents, cb: Function | Function | Function]) => UnsubscribeA function to register an event listener on emitter.

Defined in

profectus/src/game/layers.tsx:148


FeatureNode

FeatureNode: Object

A feature's node in the DOM that has its size tracked.

NameType
elementHTMLElement
observerMutationObserver
rectDOMRect

Defined in

profectus/src/game/layers.tsx:28


LayerEvents

LayerEvents: Object

All types of events able to be sent or emitted from a layer's emitter.

NameType
postUpdate(diff: number) => void
preUpdate(diff: number) => void
update(diff: number) => void

Defined in

profectus/src/game/layers.tsx:55


LayerOptions

LayerOptions: Object

An object that configures a Layer. Even moreso than features, the developer is expected to include extra properties in this object. All Persistent refs must be included somewhere within the layer object.

NameTypeDescription
classes?Computable<Record<string, boolean>>An object of classes that should be applied to the display.
color?Computable<string>The color of the layer, used to theme the entire layer's display.
displayComputable<CoercableComponent>The layout of this layer's features. When the layer is open in game/player.PlayerData.tabs, this is the content that is displayed.
forceHideGoBack?Computable<boolean>Whether or not to force the go back button to be hidden. If true, go back will be hidden regardless of data/projInfo.allowGoBack.
minWidth?Computable<string | number>A CSS min-width value that is applied to the layer. Can be a number, in which case the unit is assumed to be px. Defaults to 600px.
minimizable?Computable<boolean>Whether or not the layer can be minimized. Defaults to true.
minimizedDisplay?Computable<CoercableComponent>The layout of this layer's features. When the layer is open in game/player.PlayerData.tabs, but the tab is Layer.minimized this is the content that is displayed.
name?Computable<string>The name of the layer, used on minimized tabs. Defaults to id.
style?Computable<StyleValue>Styles that should be applied to the display.

Defined in

profectus/src/game/layers.tsx:107


Position

Position: Object

An object representing the position of some entity.

NameTypeDescription
xnumberThe X component of the entity's position.
ynumberThe Y component of the entity's position.

Defined in

profectus/src/game/layers.tsx:95

Type Aliases

GenericLayer

Ƭ GenericLayer: Replace<Layer<LayerOptions>, { minWidth: ProcessedComputable<number> ; minimizable: ProcessedComputable<boolean> ; name: ProcessedComputable<string> }>

A type that matches any valid Layer object.

Defined in

profectus/src/game/layers.tsx:184


Layer

Ƭ Layer<T>: Replace<T & BaseLayer, { classes: GetComputableType<T["classes"]> ; color: GetComputableType<T["color"]> ; display: GetComputableType<T["display"]> ; forceHideGoBack: GetComputableType<T["forceHideGoBack"]> ; minWidth: GetComputableTypeWithDefault<T["minWidth"], 600> ; minimizable: GetComputableTypeWithDefault<T["minimizable"], true> ; minimizedDisplay: GetComputableType<T["minimizedDisplay"]> ; name: GetComputableTypeWithDefault<T["name"], string> ; style: GetComputableType<T["style"]> }>

An unit of game content. Displayed to the user as a tab or modal.

Type parameters

NameType
Textends LayerOptions

Defined in

profectus/src/game/layers.tsx:168

Variables

BoundsInjectionKey

Const BoundsInjectionKey: InjectionKey<Ref<DOMRect | undefined>>

An injection key that a ContextComponent will use to provide a ref to a bounding rect of the Context.

Defined in

profectus/src/game/layers.tsx:52


NodesInjectionKey

Const NodesInjectionKey: InjectionKey<Ref<Record<string, FeatureNode | undefined>>>

An injection key that a ContextComponent will use to provide a ref to a map of all currently registered FeatureNodes.

Defined in

profectus/src/game/layers.tsx:47


RegisterNodeInjectionKey

Const RegisterNodeInjectionKey: InjectionKey<(id: string, element: HTMLElement) => void>

An injection key that a ContextComponent will use to provide a function that registers a FeatureNode with the given id and HTML element.

Defined in

profectus/src/game/layers.tsx:37


UnregisterNodeInjectionKey

Const UnregisterNodeInjectionKey: InjectionKey<(id: string) => void>

An injection key that a ContextComponent will use to provide a function that unregisters a FeatureNode with the given id.

Defined in

profectus/src/game/layers.tsx:42


addingLayers

Const addingLayers: string[] = []

When creating layers, this array stores the layers currently being created, as a stack.

Defined in

profectus/src/game/layers.tsx:200


layers

Const layers: Record<string, Readonly<GenericLayer> | undefined>

A reference to all the current layers. It is shallow reactive so it will update when layers are added or removed, but not interfere with the existing refs within each layer.

Defined in

profectus/src/game/layers.tsx:77


persistentRefs

Const persistentRefs: Record<string, Set<Persistent>> = {}

When creating layers, this object a map of layer ID to a set of any created persistent refs in order to check they're all included in the final layer object.

Defined in

profectus/src/game/layers.tsx:196

Functions

addLayer

addLayer(layer, player): void

Enables a layer object, so it will be updated every tick. Note that accessing a layer/its properties does NOT require it to be enabled. For dynamic layers you can call this function and removeLayer as necessary. Just make sure getInitialLayers will provide an accurate list of layers based on the player data object. For static layers just make getInitialLayers return all the layers.

Parameters
NameTypeDescription
layerGenericLayerThe layer to add.
playerObjectThe player data object, which will have a data object for this layer.
player.layers?Record<string, Record<string, unknown>>-
Returns

void

Defined in

profectus/src/game/layers.tsx:286


createLayer

createLayer<T>(id, optionsFunc): Layer<T>

Lazily creates a layer with the given options.

Type parameters
NameType
Textends LayerOptions
Parameters
NameTypeDescription
idstringThe ID this layer will have. See id.
optionsFuncOptionsFunc<T, BaseLayer>Layer options.
Returns

Layer<T>

Defined in

profectus/src/game/layers.tsx:206


getLayer

getLayer<T>(layerID): T

Convenience method for getting a layer by its ID with correct typing.

Type parameters
NameType
Textends GenericLayer
Parameters
NameTypeDescription
layerIDstringThe ID of the layer to get.
Returns

T

Defined in

profectus/src/game/layers.tsx:313


reloadLayer

reloadLayer(layer): void

Convenience method for removing and immediately re-adding a layer. This is useful for layers with dynamic content, to ensure persistent refs are correctly configured.

Parameters
NameTypeDescription
layerGenericLayerLayer to remove and then re-add
Returns

void

Defined in

profectus/src/game/layers.tsx:334


removeLayer

removeLayer(layer): void

Disables a layer, so it will no longer be updated every tick. Note that accessing a layer/its properties does NOT require it to be enabled.

Parameters
NameTypeDescription
layerGenericLayerThe layer to remove.
Returns

void

Defined in

profectus/src/game/layers.tsx:322


setupLayerModal

setupLayerModal(layer): Object

Utility function for creating a modal that display's a display. Returns the modal itself, which can be rendered anywhere you need, as well as a function to open the modal.

Parameters
NameTypeDescription
layerGenericLayerThe layer to display in the modal.
Returns

Object

NameType
modalJSXFunction
openModalVoidFunction

Defined in

profectus/src/game/layers.tsx:346