using System; using System.Collections.Generic; using System.Linq; using System.Text; using VRage.Game.GUI.TextPanel; namespace Sandbox.ModAPI.Ingame { public interface IMyTextPanel : IMyFunctionalBlock { bool WritePublicText(string value, bool append = false); string GetPublicText(); bool WritePublicTitle(string value, bool append = false); string GetPublicTitle(); [Obsolete("LCD private text is deprecated")] bool WritePrivateText(string value, bool append = false); [Obsolete("LCD private text is deprecated")] string GetPrivateText(); [Obsolete("LCD private text is deprecated")] bool WritePrivateTitle(string value, bool append = false); [Obsolete("LCD private text is deprecated")] string GetPrivateTitle(); void AddImageToSelection(string id, bool checkExistence = false); void AddImagesToSelection(List ids, bool checkExistence = false); void RemoveImageFromSelection(string id, bool removeDuplicates = false); void RemoveImagesFromSelection(List ids, bool removeDuplicates = false); void ClearImagesFromSelection(); /// /// Outputs the selected image ids to the specified list. /// /// NOTE: List is not cleared internally. /// /// void GetSelectedImages(List output); /// /// The image that is currently shown on the screen. /// /// Returns NULL if there are no images selected OR the screen is in text mode. /// string CurrentlyShownImage { get; } void ShowPublicTextOnScreen(); [Obsolete("LCD private text is deprecated")] void ShowPrivateTextOnScreen(); void ShowTextureOnScreen(); void SetShowOnScreen(ShowTextOnScreenFlag set); /// /// Indicates what should be shown on the screen, none being an image. /// ShowTextOnScreenFlag ShowOnScreen { get; } /// /// Returns true if the ShowOnScreen flag is set to either PUBLIC or PRIVATE /// bool ShowText { get; } } }