Simulator::cGameInputManager class

Base classes

class DefaultRefCounted
The default implementation of a reference counted class.
class App::IUnmanagedMessageListener
Same as App::IMessageListener, but this one does not use ref-counting.
class cStrategy

Public types

struct InputUnknown
struct InputUnknown2

Public static functions

static auto Get() -> cGameInputManager*

Public functions

auto SetTriggerFile(const char* pFileName, int = 0, bool isMain = true) -> void virtual
auto func14h_() -> void virtual
auto IsTriggered(int triggerCode) -> bool virtual
auto func1Ch_() -> void virtual
auto AddUIStateMachine(UIStateMachine*, int initialState, int) -> void virtual
auto AddUIStateMachine2(UIStateMachine*, int initialState) -> void virtual
auto func28h_(uint32_t messageId) -> void virtual
auto ProcessTransitionForVector(const eastl::vector<UIStateMachineTransition>& transitions, UIStateMachineEvent eventType, UIStateMachineEventKey eventParam, Object* pObject, const Math::Vector3& coords, int objectFlags, int keyModFlags) -> bool virtual
auto ProcessTransition(UIStateMachineEvent eventType, UIStateMachineEventKey eventParam, Object* pObject, const Math::Vector3& coords, int objectFlags, int keyModFlags) -> bool virtual
Tries to transition from the current state to the next state given the specified event.
auto func34h_() -> int virtual
auto func38h_(int) -> void virtual
auto LoadUIStateMachine(const char* name) -> void virtual
auto DeclareMenu(uint32_t menuId, const char* menuName) -> void virtual
auto func44h_(int, int) -> bool virtual
auto func48h_(bool) -> void virtual
auto OnKeyDown(int virtualKey, KeyModifiers modifiers) -> bool virtual
auto OnKeyUp(int virtualKey, KeyModifiers modifiers) -> bool virtual
auto OnMouseDown(MouseButton mouseButton, float mouseX, float mouseY, MouseState mouseState) -> bool virtual
auto OnMouseUp(MouseButton mouseButton, float mouseX, float mouseY, MouseState mouseState) -> bool virtual
auto OnMouseMove(float mouseX, float mouseY, MouseState mouseState) -> bool virtual
auto OnMouseWheel(int nWheelDelta, float mouseX, float mouseY, MouseState mouseState) -> bool virtual
auto func64h_(int, int) -> bool virtual
auto func68h_(int) -> bool virtual

Public variables

UIStateMachine mStateMachine
int mCurrentState
int field_64
float mMouseX
float mMouseY
float field_70
InputUnknown field_74
InputUnknown2 field_90
InputUnknown field_C0
eastl::string field_DC
eastl::string field_EC
eastl::vector<int> field_FC
int field_110

Function documentation

bool Simulator::cGameInputManager::ProcessTransition(UIStateMachineEvent eventType, UIStateMachineEventKey eventParam, Object* pObject, const Math::Vector3& coords, int objectFlags, int keyModFlags) virtual

Tries to transition from the current state to the next state given the specified event.

If the transition is succesful, it emits its corresponding message.