Uses of Package
VASSAL.counters
Package
Description
Provides classes for building Java instances automatically from XML
files.
Contains classes that may be added to a
GameModule
.Contains classes that may be added to a
Map
.Contains classes that can be added to a
Widget
.Provides classes that implement the "Command" design pattern.
Provides classes for building "Edit Property" dialogs, and for editing
GameModule
's and ModuleExtension
's.Provides classes that define game pieces.
Contains various utility classes.
-
ClassDescriptionThe abstract class describing a generic 'Trait' of a full GamePiece.If class implementing GamePiece also implements the EditablePiece interface, then it can be manipulated from the Editor's Configuration Tree via the
PieceDefiner
dialog.Interface to deal with the behaviors of a physical component of the game, or a Trait of one. -
ClassDescriptionTrait allowing creation of an "attachment" to one or more other pieces, which can then be sent GKCs very swiftly and whose properties can be easily read (and if a Dynamic Property can also be set with a Set Global Property trait)A collection of pieces that behaves like a deck, i.e.: Doesn't move.For Visitors that are aware of
Deck
typesThe abstract class describing a generic 'Trait' of a full GamePiece.Interface to deal with the behaviors of a physical component of the game, or a Trait of one.Specifies the type of GKC being configured (affects which Target options are allowed)An interface that defines how to draw GamePieces that are selectedThis is the GamePiece designer dialog.A filter for GamePieces Sample implementations include:PropertyExpression
- used for "matching expressions" in Global Key Commands and the likeRangeFilter
- filters for pieces within range of a pointBooleanOrPieceFilter
- "OR"s two Filters together to make one Amazing Disjunctive FilterBooleanAndPieceFilter
- "AND"s two Filters together and you'd better satisfy bothCounterDetailViewer.Filter
- Filter created from Mouseover Stack Viewer settingsInventory.Selector
- Layered filter for Piece Inventory windowThis interface defines selection criteria for finding a GamePiece in a MapFor implementing a somewhat modified Visitor pattern forGamePiece
s.For implementing a modified Visitor pattern onGamePiece
s.A Stack is a collection of pieces in the same location that can often be moved with a single drag-and-drop. -
ClassDescriptionInterface to deal with the behaviors of a physical component of the game, or a Trait of one.
-
ClassDescriptionA collection of pieces that behaves like a deck, i.e.: Doesn't move.For Visitors that are aware of
Deck
typesFor handling Visitors that are aware ofDeck
typesInterface to deal with the behaviors of a physical component of the game, or a Trait of one.The heart of all the different forms of Global Key Command, GlobalCommand handles sending a key command to multiple pieces, potentially on multiple maps, as long as they match its filtering condition.GlobalCommandTarget configures and stores the "Fast Match" parameters of Global Key Commands, allowing certain simple filters to be "pre-matched" without having to initiate the (relatively slower) BeanShell filters.Specifies the type of GKC being configured (affects which Target options are allowed)An interface that defines how to draw GamePieces that are selectedDesignates the piece as a "Mat" on which other pieces ("Cargo") can be placed.Designates the piece as "Cargo", which can be placed on a "Mat" to move along with itA filter for GamePieces Sample implementations include:PropertyExpression
- used for "matching expressions" in Global Key Commands and the likeRangeFilter
- filters for pieces within range of a pointBooleanOrPieceFilter
- "OR"s two Filters together to make one Amazing Disjunctive FilterBooleanAndPieceFilter
- "AND"s two Filters together and you'd better satisfy bothCounterDetailViewer.Filter
- Filter created from Mouseover Stack Viewer settingsInventory.Selector
- Layered filter for Piece Inventory windowThis interface defines selection criteria for finding a GamePiece in a MapFor implementing a somewhat modified Visitor pattern forGamePiece
s.For implementing a modified Visitor pattern onGamePiece
s.A Stack is a collection of pieces in the same location that can often be moved with a single drag-and-drop. -
ClassDescriptionA collection of pieces that behaves like a deck, i.e.: Doesn't move.Interface to deal with the behaviors of a physical component of the game, or a Trait of one.
-
ClassDescriptionTrait that contains a property accessible via getProperty() and updatable dynamically via key commandsInterface to deal with the behaviors of a physical component of the game, or a Trait of one.
-
-
ClassDescriptionInterface to deal with the behaviors of a physical component of the game, or a Trait of one.
-
ClassDescriptionInterface to deal with the behaviors of a physical component of the game, or a Trait of one.For implementing a modified Visitor pattern on
GamePiece
s. -
ClassDescriptionTrait that contains a property accessible via getProperty() and updatable dynamically via key commandsDynamicKeyCommand A class that represents an action to be performed on a Dynamic propertyIf class implementing GamePiece also implements the EditablePiece interface, then it can be manipulated from the Editor's Configuration Tree via the
PieceDefiner
dialog.Interface to deal with the behaviors of a physical component of the game, or a Trait of one.GlobalCommandTarget configures and stores the "Fast Match" parameters of Global Key Commands, allowing certain simple filters to be "pre-matched" without having to initiate the (relatively slower) BeanShell filters.Defines ability of a player to access a GamePieceA filter for GamePieces Sample implementations include:PropertyExpression
- used for "matching expressions" in Global Key Commands and the likeRangeFilter
- filters for pieces within range of a pointBooleanOrPieceFilter
- "OR"s two Filters together to make one Amazing Disjunctive FilterBooleanAndPieceFilter
- "AND"s two Filters together and you'd better satisfy bothCounterDetailViewer.Filter
- Filter created from Mouseover Stack Viewer settingsInventory.Selector
- Layered filter for Piece Inventory windowA standardised Panel for use by Trait configurersA standardised MigLayout for use by Trait configurers -
ClassDescriptionA Trait (aka
Decorator
that acts like a button on a GamePiece, such that clicking on a particular area of the piece invokes a key commandRegisters mouse listeners with Maps and other components.Trait allowing creation of an "attachment" to one or more other pieces, which can then be sent GKCs very swiftly and whose properties can be easily read (and if a Dynamic Property can also be set with a Set Global Property trait)This trait overrides the $BasicName$ property provided by the "Basic Piece", allowing a module designer decking to define pieces entirely by prototype to safely ignore and leave empty the Basic Piece.Comparison Modes for property matchRecords the bounding boxes of GamePieces.Conditional Marker A marker with a variable value depending on conditions.This trait adds a command that creates a duplicate of the selected GamepieceA trait that exists in a Piece Definition, but is not included when the piece is created in a real game.Trait that sends a Key Command to other pieces, selected with various filters.A collection of pieces that behaves like a deck, i.e.: Doesn't move.An object that parses expression strings from the config windowFor Visitors that are aware ofDeck
typesFor handling Visitors that are aware ofDeck
typesThe abstract class describing a generic 'Trait' of a full GamePiece.This trait adds a command that creates a duplicate of the selected GamepieceImplements a trait to allow a piece to be deselected from the KeyBuffer in response to a Key Command.Trait that contains a property accessible via getProperty() and updatable dynamically via key commandsDynamicKeyCommand A class that represents an action to be performed on a Dynamic propertyIf class implementing GamePiece also implements the EditablePiece interface, then it can be manipulated from the Editor's Configuration Tree via thePieceDefiner
dialog.d/b/a "Layer" The "Layer" trait.Gives information about what kinds of events aGamePiece
will respond toDisplays a movement trail indicating where a piece has been movedd/b/a "Can Rotate" A Decorator that rotates a GamePiece to an arbitrary angleInterface to deal with the behaviors of a physical component of the game, or a Trait of one.Variant on GlobalCommand for use with Attachment -- instead of sending a key, finds pieces and attaches themThe heart of all the different forms of Global Key Command, GlobalCommand handles sending a key command to multiple pieces, potentially on multiple maps, as long as they match its filtering condition.Class to track the acceptance count of pieces from multiple DecksGlobalCommandTarget configures and stores the "Fast Match" parameters of Global Key Commands, allowing certain simple filters to be "pre-matched" without having to initiate the (relatively slower) BeanShell filters.Comparison Modes for property matchSpecifies the type of GKC being configured (affects which Target options are allowed)Specifies the kind of target matchingWhen processing a GlobalCommand (either a Global Key Command or an Attachment command), this applies the "additional properties filter"Adds a menu entry that fires a specified key event to the module window.Variant on GlobalCommand for use with SetPieceProperty -- instead of sending a key, finds pieces and sets their propertiesAn interface that defines how to draw GamePieces that are selectedThe KeyBuffer is the list of "currently selected pieces" in the VASSAL UI (map windows).Designates the piece as a "Mat" on which other pieces ("Cargo") can be placed.Designates the piece as "Cargo", which can be placed on a "Mat" to move along with itThis trait puts a menu separator bar in the context menu for the pieced/b/a "Mark When Moved" A GamePiece with this trait will automatically be marked whenever it is moved.Allows a single trait to generate multiple context menu commands, using a set of filtered map locations.Defines ability of a player to access a GamePieceUtility class for cloningGamePiece
sThis is the GamePiece designer dialog.Contents of the Copy/Paste buffer for traits in the editorA filter for GamePieces Sample implementations include:PropertyExpression
- used for "matching expressions" in Global Key Commands and the likeRangeFilter
- filters for pieces within range of a pointBooleanOrPieceFilter
- "OR"s two Filters together to make one Amazing Disjunctive FilterBooleanAndPieceFilter
- "AND"s two Filters together and you'd better satisfy bothCounterDetailViewer.Filter
- Filter created from Mouseover Stack Viewer settingsInventory.Selector
- Layered filter for Piece Inventory windowThis interface defines selection criteria for finding a GamePiece in a MapAn iterator for GamePieces.For implementing a somewhat modified Visitor pattern forGamePiece
s.For implementing a modified Visitor pattern onGamePiece
s.d/b/a "Can Pivot" Provides commands to pivot a Game Piece around a given pointThis Decorator defines a key command to places another counter on top of this one.Access is granted ifGameModule.getUserId()
matchesA trait that plays a sound clipInterface for classes that can export the names and values of the properties they maintainGamePiece trait that replaces a GamePiece with another oned/b/a "Report Action" A GamePiece with this trait will echo the piece's current name when any of a given key commands are pressed (and after they take effect)RestrictCommands Restrict the availability of Key Commands, depending on a Property Match Stringd/b/a "Restricted Access" A GamePiece with the Restricted trait can only be manipulated by the player playing a specific sideThis trait adds a command that sends a piece to another location.Access is granted ifPlayerRoster.getMySide()
matchesA Stack is a collection of pieces in the same location that can often be moved with a single drag-and-drop.GamePiece
s may implement this interface to implement "merge" functionality of their state.A trait that groups menu items of other traits into a sub-menuA standardised Panel for use by Trait configurersA standardised MigLayout for use by Trait configurersd/b/a "Move Fixed Distance" Give a piece a command that moves it a fixed amount in a particular direction, optionally tracking the current rotation of the piece.Batches up all the movement commands resulting from a single KeyEvent and executes them at once.Macro Execute a series of Keystrokes against this same piece - Triggered by own KeyCommand or list of keystrokes - Match against an optional Property Filterd/b/a "Prototype" This trait is a placeholder for a pre-defined series of traits specified in aPrototypeDefinition
object. -
ClassDescriptionIf class implementing GamePiece also implements the EditablePiece interface, then it can be manipulated from the Editor's Configuration Tree via the
PieceDefiner
dialog.Interface to deal with the behaviors of a physical component of the game, or a Trait of one.This Decorator defines a key command to places another counter on top of this one. -
-
ClassDescriptionIf class implementing GamePiece also implements the EditablePiece interface, then it can be manipulated from the Editor's Configuration Tree via the
PieceDefiner
dialog.Interface to deal with the behaviors of a physical component of the game, or a Trait of one.A filter for GamePieces Sample implementations include:PropertyExpression
- used for "matching expressions" in Global Key Commands and the likeRangeFilter
- filters for pieces within range of a pointBooleanOrPieceFilter
- "OR"s two Filters together to make one Amazing Disjunctive FilterBooleanAndPieceFilter
- "AND"s two Filters together and you'd better satisfy bothCounterDetailViewer.Filter
- Filter created from Mouseover Stack Viewer settingsInventory.Selector
- Layered filter for Piece Inventory window -
-
ClassDescriptionIf class implementing GamePiece also implements the EditablePiece interface, then it can be manipulated from the Editor's Configuration Tree via the
PieceDefiner
dialog. -
ClassDescriptionInterface to deal with the behaviors of a physical component of the game, or a Trait of one.
-
ClassDescriptionThe abstract class describing a generic 'Trait' of a full GamePiece.Trait that contains a property accessible via getProperty() and updatable dynamically via key commandsd/b/a "Layer" The "Layer" trait.d/b/a "Can Rotate" A Decorator that rotates a GamePiece to an arbitrary angleInterface to deal with the behaviors of a physical component of the game, or a Trait of one.d/b/a "Mark When Moved" A GamePiece with this trait will automatically be marked whenever it is moved.d/b/a "Mask" Trait that lets some traits of a piece be hidden "from some players, some of the time".A Decorator class that endows a GamePiece with a dialog.d/b/a "Prototype" This trait is a placeholder for a pre-defined series of traits specified in a
PrototypeDefinition
object.