class
cGameInputManager
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.