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    Class Module

    Allows you to add support for new games/applications

    Inheritance
    System.Object
    CorePropertyChanged
    PluginFeature
    DataModelPluginFeature
    Module
    Module<T>
    ProfileModule
    Implements
    System.IDisposable
    Inherited Members
    DataModelPluginFeature.AddTimedUpdate(TimeSpan, Action<Double>)
    DataModelPluginFeature.AddTimedUpdate(TimeSpan, Func<Double, Task>)
    PluginFeature.Info
    PluginFeature.Plugin
    PluginFeature.IsEnabled
    PluginFeature.LoadException
    PluginFeature.Id
    PluginFeature.Enable()
    PluginFeature.Disable()
    PluginFeature.Dispose(Boolean)
    PluginFeature.Dispose()
    PluginFeature.Enabled
    PluginFeature.Disabled
    PluginFeature.OnEnabled()
    PluginFeature.OnDisabled()
    CorePropertyChanged.PropertyChanged
    CorePropertyChanged.RequiresUpdate<T>(T, T)
    CorePropertyChanged.SetAndNotify<T>(T, T, String)
    CorePropertyChanged.OnPropertyChanged(String)
    Namespace: Artemis.Core.Modules
    Assembly: Artemis.Core.dll
    Syntax
    public abstract class Module : DataModelPluginFeature, INotifyPropertyChanged, IDisposable

    Properties

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    ActivationRequirementMode

    Gets or sets the activation requirement mode, defaults to Any

    Declaration
    public ActivationRequirementType ActivationRequirementMode { get; set; }
    Property Value
    Type Description
    ActivationRequirementType
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    ActivationRequirements

    A list of activation requirements

    Note: if empty the module is always activated

    Declaration
    public List<IModuleActivationRequirement> ActivationRequirements { get; }
    Property Value
    Type Description
    System.Collections.Generic.List<IModuleActivationRequirement>
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    DefaultPriorityCategory

    Gets or sets the default priority category for this module, defaults to Normal

    Declaration
    public ModulePriorityCategory DefaultPriorityCategory { get; set; }
    Property Value
    Type Description
    ModulePriorityCategory
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    DisplayIcon

    The modules display icon that's shown in the UI accepts:

    Either set to the name of a Material Icon see (https://materialdesignicons.com for available icons) or set to a path relative to the plugin folder pointing to a .svg file

    Declaration
    public string DisplayIcon { get; set; }
    Property Value
    Type Description
    System.String
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    DisplayName

    The modules display name that's shown in the menu

    Declaration
    public string DisplayName { get; protected set; }
    Property Value
    Type Description
    System.String
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    IsActivated

    Gets whether this module is activated. A module can only be active while its ActivationRequirements are met

    Declaration
    public bool IsActivated { get; }
    Property Value
    Type Description
    System.Boolean
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    IsActivatedOverride

    Gets whether this module's activation was due to an override, can only be true if IsActivated is true

    Declaration
    public bool IsActivatedOverride { get; }
    Property Value
    Type Description
    System.Boolean
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    IsUpdateAllowed

    Gets whether updating this module is currently allowed

    Declaration
    public bool IsUpdateAllowed { get; }
    Property Value
    Type Description
    System.Boolean
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    ModuleTabs

    A list of custom module tabs that show in the UI

    Declaration
    public IEnumerable<ModuleTab> ModuleTabs { get; protected set; }
    Property Value
    Type Description
    System.Collections.Generic.IEnumerable<ModuleTab>
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    Priority

    Gets the current priority of this module within its priority category

    Declaration
    public int Priority { get; }
    Property Value
    Type Description
    System.Int32
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    PriorityCategory

    Gets the current priority category of this module

    Declaration
    public ModulePriorityCategory PriorityCategory { get; }
    Property Value
    Type Description
    ModulePriorityCategory
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    UpdateDuringActivationOverride

    Gets whether this module should update while IsActivatedOverride is true. When set to false Update(Double) and any timed updates will not get called during an activation override.

    Defaults to false

    Declaration
    public bool UpdateDuringActivationOverride { get; protected set; }
    Property Value
    Type Description
    System.Boolean

    Methods

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    EvaluateActivationRequirements()

    Evaluates the activation requirements following the ActivationRequirementMode and returns the result

    Declaration
    public bool EvaluateActivationRequirements()
    Returns
    Type Description
    System.Boolean

    The evaluated result of the activation requirements

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    ModuleActivated(Boolean)

    Called when the ActivationRequirements are met or during an override

    Declaration
    public abstract void ModuleActivated(bool isOverride)
    Parameters
    Type Name Description
    System.Boolean isOverride

    If true, the activation was due to an override. This usually means the module was activated by the profile editor

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    ModuleDeactivated(Boolean)

    Called when the ActivationRequirements are no longer met or during an override

    Declaration
    public abstract void ModuleDeactivated(bool isOverride)
    Parameters
    Type Name Description
    System.Boolean isOverride

    If true, the deactivation was due to an override. This usually means the module was deactivated by the profile editor

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    Render(Double, SKCanvas, SKImageInfo)

    Called each frame when the module should render

    Declaration
    public abstract void Render(double deltaTime, SKCanvas canvas, SKImageInfo canvasInfo)
    Parameters
    Type Name Description
    System.Double deltaTime

    Time since the last render

    SkiaSharp.SKCanvas canvas
    SkiaSharp.SKImageInfo canvasInfo
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    Update(Double)

    Called each frame when the module should update

    Declaration
    public abstract void Update(double deltaTime)
    Parameters
    Type Name Description
    System.Double deltaTime

    Time in seconds since the last update

    Implements

    System.IDisposable
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