class
cTribeInputStrategy
Base classes
- class cBaseSimulatorInputStrategy
- class App::IUnmanagedMessageListener
- Same as App::
IMessageListener, but this one does not use ref-counting.
Public static functions
- static auto IsInEditor() -> bool
- Returns true if the player has gone to the creature outfitter editor, false otherwise.
Public functions
- auto ChooseInputActionID(cGameData* object, int unk) -> int
- Returns the input action ID (from Simulator::
TribeInputAction) that the selected actors (e.g. - auto DoToolActionForAllSelected(cTribeTool* tribeTool) -> bool
- Makes selected tribe members act on a tribe tool.
- auto DoActionForAllSelected(int citizenActionId, cGameData* actionObject, int unk = 0) -> void
- Makes selected tribe members do an action on an object.
- auto DoActionGeneric(cGameData* actionObject) -> void
- Called when the player inputs an action, this will do the appropriate action for the selected tribe members and the given object (which will be the hovered object by the mouse).
- auto SetHoverObjectCursorAndRollover() -> void
- Sets the current cursor, and maybe shows a rollover, depending on the current object pointed at by the mouse cursor.
Public variables
Function documentation
int Simulator:: cTribeInputStrategy:: ChooseInputActionID(cGameData* object,
int unk)
Returns the input action ID (from Simulator::
Parameters | |
---|---|
object | |
unk | |
Returns | An action ID from TribeInputAction enum |
tribe members) should do next. This is called when hovering or clicking over objects such as tribal tools.
bool Simulator:: cTribeInputStrategy:: DoToolActionForAllSelected(cTribeTool* tribeTool)
Makes selected tribe members act on a tribe tool.
Parameters | |
---|---|
tribeTool |
This might be repairing it if it's hurt, grabbing the tool, or dancing around the fire pit.
void Simulator:: cTribeInputStrategy:: DoActionForAllSelected(int citizenActionId,
cGameData* actionObject,
int unk = 0)
Makes selected tribe members do an action on an object.
Parameters | |
---|---|
citizenActionId | Action ID, from Simulator:: |
actionObject | |
unk |
This will call cCreatureCitizen::
void Simulator:: cTribeInputStrategy:: DoActionGeneric(cGameData* actionObject)
Called when the player inputs an action, this will do the appropriate action for the selected tribe members and the given object (which will be the hovered object by the mouse).
Parameters | |
---|---|
actionObject |
The method calls ChooseInputActionID(), then chooses how to translate that into CitizenActions that the tribe members will do.
void Simulator:: cTribeInputStrategy:: SetHoverObjectCursorAndRollover()
Sets the current cursor, and maybe shows a rollover, depending on the current object pointed at by the mouse cursor.
The object will be cGameViewManager::