| Interface | Description |
|---|---|
| AsynchronousTextGUIThread |
Extended interface of TextGUIThread for implementations that uses a separate thread for all GUI event processing and
updating.
|
| BasePane |
BasePane is the base container in a Text GUI.
|
| BasePaneListener<T extends BasePane> | |
| Border |
Main interface for different border classes, with additional methods to help lanterna figure out the size and offset
of components wrapped by borders.
|
| Border.BorderRenderer | |
| Button.ButtonRenderer |
Helper interface that doesn't add any new methods but makes coding new button renderers a little bit more clear
|
| Button.Listener |
Listener interface that can be used to catch user events on the button
|
| CheckBox.Listener |
Listener interface that can be used to catch user events on the check box
|
| CheckBoxList.Listener |
Listener interface that can be attached to the
CheckBoxList in order to be notified on user actions |
| ComboBox.Listener |
Listener interface that can be used to catch user events on the combo box
|
| Component |
This is the main interface defining a component in Lanterna, although you will probably not implement this directly
but rather extend the
AbstractComponent or another one of the sub-classes instead to avoid implementing most
of the methods in this interface. |
| ComponentRenderer<T extends Component> |
This interface defines a renderer for a component, an external class that does the sizing and rendering.
|
| Composite |
A Composite is a Container that contains only one (or zero) component.
|
| Container |
Container is a component that contains a collection of child components.
|
| InputFilter |
This interface can be used to programmatically intercept input from the user and decide if the input should be passed
on to the interactable.
|
| Interactable |
This interface marks a component as able to receive keyboard input from the user.
|
| InteractableRenderer<T extends Component & Interactable> |
Extended interface for component renderers used with interactable components.
|
| LayoutData |
Empty interface to use for values that can be used as a layout meta-data on components.
|
| LayoutManager |
A layout manager is a class that takes an area of usable space and a list of components to fit on that space.
|
| RadioBoxList.Listener |
Listener interface that can be attached to the
RadioBoxList in order to be notified on user actions |
| TextBox.TextBoxRenderer |
Helper interface that doesn't add any new methods but makes coding new text box renderers a little bit more clear
|
| TextBox.TextChangeListener |
Listener interface for when the
TextBox content has changed. |
| TextGUI |
This is the base interface for advanced text GUIs supported in Lanterna.
|
| TextGUI.Listener |
Listener interface for TextGUI, firing on events related to the overall GUI
|
| TextGUIElement |
This interface is the base part in the Lanterna Text GUI component hierarchy
|
| TextGUIThread |
Class that represents the thread this is expected to run the event/input/update loop for the
TextGUI. |
| TextGUIThread.ExceptionHandler |
This interface defines an exception handler, that is used for looking at exceptions that occurs during the main
event loop of the TextGUIThread.
|
| TextGUIThreadFactory |
Factory class for creating
TextGUIThread objects. |
| Window |
Window is a base unit in the TextGUI system, it represents a collection of components grouped together, usually
surrounded by a border and a title.
|
| WindowBasedTextGUI |
Extension of the TextGUI interface, this is intended as the base interface for any TextGUI that intends to make use
of the Window class.
|
| WindowDecorationRenderer |
Interface that defines a class that draws window decorations, i.e. a surrounding layer around the window that usually
looks like a border to make it easier for a user to visually separate the windows.
|
| WindowListener |
Extended
BasePaneListener for Window that exposes additional events that are specific to windows |
| WindowManager |
Window manager is a class that is plugged in to a
WindowBasedTextGUI to manage the position and placement
of windows. |
| WindowPostRenderer |
Classes implementing this interface can be used along with DefaultWindowManagerTextGUI to put some extra processing
after a window has been rendered.
|
| Class | Description |
|---|---|
| AbsoluteLayout |
Layout manager that places components where they are manually specified to be and sizes them to the size they are
manually assigned to.
|
| AbstractBasePane<T extends BasePane> |
This abstract implementation of
BasePane has the common code shared by all different concrete
implementations. |
| AbstractBorder |
Abstract implementation of
Border interface that has some of the methods filled out. |
| AbstractComponent<T extends Component> |
AbstractComponent provides some good default behaviour for a
Component, all components in Lanterna extends
from this class in some way. |
| AbstractComposite<T extends Container> |
This abstract implementation contains common code for the different
Composite implementations. |
| AbstractInteractableComponent<T extends AbstractInteractableComponent<T>> |
Default implementation of Interactable that extends from AbstractComponent.
|
| AbstractListBox<V,T extends AbstractListBox<V,T>> |
Base class for several list box implementations, this will handle things like list of items and the scrollbar.
|
| AbstractListBox.DefaultListBoxRenderer<V,T extends AbstractListBox<V,T>> |
The default renderer for
AbstractListBox and all its subclasses. |
| AbstractListBox.ListItemRenderer<V,T extends AbstractListBox<V,T>> |
The default list item renderer class, this can be extended and customized it needed.
|
| AbstractTextGUI |
This abstract implementation of TextGUI contains some basic management of the underlying Screen and other common code
that can be shared between different implementations.
|
| AbstractTextGUIThread |
Abstract implementation of
TextGUIThread with common logic for both available concrete implementations. |
| AbstractWindow |
Abstract Window has most of the code requiring for a window to function, all concrete window implementations extends
from this in one way or another.
|
| ActionListBox |
This class is a list box implementation that displays a number of items that has actions associated with them.
|
| AnimatedLabel |
This is a special label that contains not just a single text to display but a number of frames that are cycled
through.
|
| BasicWindow |
Simple AbstractWindow implementation that you can use as a building block when creating new windows without having
to create new classes.
|
| BorderLayout |
BorderLayout imitates the BorderLayout class from AWT, allowing you to add a center component with optional
components around it in top, bottom, left and right locations.
|
| Borders |
This class containers a couple of border implementation and utility methods for instantiating them.
|
| Button |
Simple labeled button that the user can trigger by pressing the Enter or the Spacebar key on the keyboard when the
component is in focus.
|
| Button.BorderedButtonRenderer | |
| Button.DefaultButtonRenderer |
This is the default button renderer that is used if you don't override anything.
|
| Button.FlatButtonRenderer |
Alternative button renderer that displays buttons with just the label and minimal decoration
|
| CheckBox |
The checkbox component looks like a regular checkbox that you can find in modern graphics user interfaces, a label
and a space that the user can toggle on and off by using enter or space keys.
|
| CheckBox.CheckBoxRenderer |
Helper interface that doesn't add any new methods but makes coding new check box renderers a little bit more clear
|
| CheckBox.DefaultCheckBoxRenderer |
The default renderer that is used unless overridden.
|
| CheckBoxList<V> |
This is a list box implementation where each item has its own checked state that can be toggled on and off
|
| CheckBoxList.CheckBoxListItemRenderer<V> |
Default renderer for this component which is used unless overridden.
|
| ComboBox<V> |
This is a simple combo box implementation that allows the user to select one out of multiple items through a
drop-down menu.
|
| ComboBox.ComboBoxRenderer<V> |
Helper interface that doesn't add any new methods but makes coding new combo box renderers a little bit more clear
|
| ComboBox.DefaultComboBoxRenderer<V> |
This class is the default renderer implementation which will be used unless overridden.
|
| DefaultWindowDecorationRenderer |
Default window decoration renderer that is used unless overridden with another decoration renderer.
|
| DefaultWindowManager |
The default window manager implementation used by Lanterna.
|
| EmptySpace |
Simple component which draws a solid color over its area.
|
| EmptyWindowDecorationRenderer |
Implementation of WindowDecorationRenderer that is doesn't render any window decorations
|
| FatWindowDecorationRenderer | |
| GridLayout |
This emulates the behaviour of the GridLayout in SWT (as opposed to the one in AWT/Swing).
|
| GUIBackdrop |
Special component that is by default displayed as the background of a text gui unless you override it with something
else.
|
| InteractableLookupMap |
This class is used to keep a 'map' of the usable area and note where all the interact:ables are.
|
| Label |
Label is a simple read-only text display component.
|
| LinearLayout |
Simple layout manager the puts all components on a single line, either horizontally or vertically.
|
| LocalizedString |
Set of predefined localized string.
All this strings are localized by using LocalizedUIBundle.Changing the locale by calling Locale.setDefault(Locale). |
| MultiWindowTextGUI |
This is the main Text GUI implementation built into Lanterna, supporting multiple tiled windows and a dynamic
background area that can be fully customized.
|
| Panel |
This class is the basic building block for creating user interfaces, being the standard implementation of
Container that supports multiple children. |
| Panels |
Utility class for quickly bunching up components in a panel, arranged in a particular pattern
|
| ProgressBar |
This GUI element gives a visual indication of how far a process of some sort has progressed at any given time.
|
| ProgressBar.DefaultProgressBarRenderer |
Default implementation of the progress bar GUI component renderer.
|
| ProgressBar.LargeProgressBarRenderer |
This progress bar renderer implementation takes slightly more space (three rows) and draws a slightly more
complicates progress bar with fixed measurers to mark 25%, 50% and 75%.
|
| RadioBoxList<V> |
The list box will display a number of items, of which one and only one can be marked as selected.
|
| RadioBoxList.RadioBoxListItemRenderer<V> |
Default renderer for this component which is used unless overridden.
|
| SameTextGUIThread |
This
TextGUIThread implementation is assuming the GUI event thread will be the same as the thread that
creates the TextGUI objects. |
| SameTextGUIThread.Factory |
Default factory class for
SameTextGUIThread, you need to pass this to the TextGUI constructor if
you want it to use this class |
| ScrollBar |
Classic scrollbar that can be used to display where inside a larger component a view is showing.
|
| ScrollBar.DefaultScrollBarRenderer |
Default renderer for
ScrollBar which will be used unless overridden. |
| ScrollBar.ScrollBarRenderer |
Helper class for making new
ScrollBar renderers a little bit cleaner |
| SeparateTextGUIThread |
Default implementation of TextGUIThread, this class runs the GUI event processing on a dedicated thread.
|
| SeparateTextGUIThread.Factory |
Factory class for creating SeparateTextGUIThread objects
|
| Separator |
Static non-interactive component that is typically rendered as a single line.
|
| Separator.DefaultSeparatorRenderer |
This is the default separator renderer that is used if you don't override anything.
|
| Separator.SeparatorRenderer |
Helper interface that doesn't add any new methods but makes coding new button renderers a little bit more clear
|
| TextBox |
This component keeps a text content that is editable by the user.
|
| TextBox.DefaultTextBoxRenderer |
This is the default text box renderer that is used if you don't override anything.
|
| TextGUIGraphics |
TextGraphics implementation used by TextGUI when doing any drawing operation.
|
| Window.Hint |
Window hints are meta-data stored along with the window that can be used to give the GUI system some ideas of how
this window wants to be treated.
|
| WindowListenerAdapter |
Adapter class for
WindowListener to make it easier to create listeners without having to implement every
interface method. |
| WindowShadowRenderer |
This WindowPostRenderer implementation draws a shadow under the window
|
| Enum | Description |
|---|---|
| AsynchronousTextGUIThread.State |
Enum representing the states of the GUI thread life-cycle
|
| BorderLayout.Location |
This type is what you use as the layout data for components added to a panel using
BorderLayout for its
layout manager. |
| Direction |
Enum for distinguishing between horizontal and vertical directions.
|
| GridLayout.Alignment |
The enum is used to specify where in a grid cell a component should be placed, in the case that the preferred
size of the component is smaller than the space in the cell.
|
| Interactable.FocusChangeDirection |
When focus has changed, which direction.
|
| Interactable.Result |
Enum to represent the various results coming out of the handleKeyStroke method
|
| LinearLayout.Alignment |
This enum type will decide the alignment of a component on the counter-axis, meaning the horizontal alignment on
vertical
LinearLayouts and vertical alignment on horizontal LinearLayouts. |
| TextBox.Style |
Enum value to force a
TextBox to be either single line or multi line. |
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