tipManagerobjecttips.t[23]

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
                ModuleExecObject
                        object
        PostUndoObject
                ModuleExecObject
                        object

Summary of Properties  

pendingTips  shownTips 

Inherited from ModuleExecObject :
execAfterMe  execBeforeMe  hasInitialized_  isDoingExec_  isExecuted_ 

Inherited from PostRestoreObject :
restoreCode 

Summary of Methods  

execute  showTips 

Inherited from ModuleExecObject :
_execute  classExec 

Properties  

pendingTipstips.t[76]

a vector of tips to be displayed before the next prompt

shownTipstips.t[87]
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 ( )OVERRIDDENtips.t[45]

update tip information after a restore, restart or undo

showTips ( )tips.t[28]
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