The persistent banner tracker. This keeps track of the active banner windows persistently. Whenever we save or restore the game's state, this object will be saved or restored along with the state. When we restore a previously saved state, we can look at this object to determine which banners were active at the time the state was saved, and use this information to restore the same active banners in the user interface.

This is a post-restore and post-undo object, so we're notified via our execute() method whenever we restore a saved state using RESTORE or UNDO. When we restore a saved state, we'll restore the banner display conditions as they existed in the saved state.

bannerTracker :   PostRestoreObject   PostUndoObject

Superclass Tree   (in declaration order)


Summary of Properties  


Inherited from PostRestoreObject :

Inherited from ModuleExecObject :
execAfterMe  execBeforeMe  hasInitialized_  isDoingExec_  isExecuted_ 

Summary of Methods  

addBanner  execute  removeBanner  restoreDisplayState  skipDescendants 

Inherited from ModuleExecObject :
_execute  classExec 



The list of active banners. This is a list of BannerWindow objects, stored in banner layout list order.


addBanner (win, parent, where, other)banner.t[813]

add a banner to the active display list

execute ( )OVERRIDDENbanner.t[930]
receive RESTORE/UNDO notification

removeBanner (win)banner.t[899]
remove a banner from the active list

restoreDisplayState (initing)banner.t[943]
Restore the saved banner display state, so that the banner layout looks the same as it did when we saved the persistent state. This should be called after restoring a saved state, undoing to a savepoint, or initializing (when first starting the game or when restarting).

skipDescendants (idx)banner.t[872]
Skip all descendants of the window at the given index.

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3