◆ showCursor()
void Xeen::EventsManager::showCursor |
( |
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◆ hideCursor()
void Xeen::EventsManager::hideCursor |
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◆ isCursorVisible()
bool Xeen::EventsManager::isCursorVisible |
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Returns if the mouse cursor is visible
◆ pollEvents()
void Xeen::EventsManager::pollEvents |
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Polls the ScummVM backend for any pending events
◆ pollEventsAndWait()
void Xeen::EventsManager::pollEventsAndWait |
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Polls for events, and wait a slight delay. This ensures the game doesn't use up 100% of the CPU
◆ clearEvents()
void Xeen::EventsManager::clearEvents |
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Clears all pending events
◆ debounceMouse()
void Xeen::EventsManager::debounceMouse |
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Waits for a mouse press to be released
◆ addEvent() [1/2]
Adds a keyboard event to the queue
◆ addEvent() [2/2]
void Xeen::EventsManager::addEvent |
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bool |
leftButton, |
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bool |
rightButton |
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) |
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Adds a mouse button event to the queue
◆ getEvent()
Returns the next pending key/mouse press, if any
◆ isEventPending()
bool Xeen::EventsManager::isEventPending |
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const |
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inline |
Returns true if a key or mouse event is pending
◆ isKeyMousePressed()
bool Xeen::EventsManager::isKeyMousePressed |
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Returns true if a key or mouse press is pending
◆ wait()
bool Xeen::EventsManager::wait |
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uint |
numFrames, |
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bool |
interruptable = true |
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) |
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Waits for a given number of frames
- Parameters
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numFrames | Number of frames to wait |
interruptable | If set, aborts if the mouse or a key is pressed |
- Returns
- True if the wait was aborted
◆ ipause()
void Xeen::EventsManager::ipause |
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uint |
amount | ) |
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◆ ipause5()
void Xeen::EventsManager::ipause5 |
( |
uint |
amount | ) |
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Pauses a set amount past the previous call to timeMark5
◆ waitForPressAnimated()
void Xeen::EventsManager::waitForPressAnimated |
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Waits for a key or mouse press, animating the 3d view in the background
◆ waitForPress()
void Xeen::EventsManager::waitForPress |
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Waits for a key or mouse press
The documentation for this class was generated from the following file: