ScummVM API documentation
MADS::EventsManager Class Reference

Public Member Functions

 EventsManager (MADSEngine *vm)
 
 ~EventsManager ()
 
void loadCursors (const Common::Path &spritesName)
 
void setCursor (CursorType cursorId)
 
void setCursor2 (CursorType cursorId)
 
void showCursor ()
 
void hideCursor ()
 
bool isCursorVisible ()
 
void waitCursor ()
 
void freeCursors ()
 
void pollEvents ()
 
void setEventTarget (EventTarget *target)
 
Common::Point mousePos () const
 
Common::Point currentPos () const
 
void delay (int amount)
 
void waitForNextFrame ()
 
bool checkForNextFrameCounter ()
 
uint32 getFrameCounter () const
 
void initVars ()
 
void clearEvents ()
 
bool isKeyPressed () const
 
Common::KeyState getKey ()
 

Public Attributes

SpriteAsset_cursorSprites
 
CursorType _cursorId
 
CursorType _newCursorId
 
bool _mouseClicked
 
bool _mouseReleased
 
byte _mouseButtons
 
bool _rightMousePressed
 
int _mouseStatus
 
int _strokeGoing
 
int _mouseStatusCopy
 
bool _mouseMoved
 
Common::Stack< Common::KeyState_pendingKeys
 

Constructor & Destructor Documentation

◆ EventsManager()

MADS::EventsManager::EventsManager ( MADSEngine vm)

Constructor

◆ ~EventsManager()

MADS::EventsManager::~EventsManager ( )

Destructor

Member Function Documentation

◆ loadCursors()

void MADS::EventsManager::loadCursors ( const Common::Path spritesName)

Loads the sprite set containing the cursors

◆ setCursor()

void MADS::EventsManager::setCursor ( CursorType  cursorId)

Sets the cursor

◆ setCursor2()

void MADS::EventsManager::setCursor2 ( CursorType  cursorId)

Sets the cursor

◆ showCursor()

void MADS::EventsManager::showCursor ( )

Show the mouse cursor

◆ hideCursor()

void MADS::EventsManager::hideCursor ( )

Hide the mouse cursor

◆ isCursorVisible()

bool MADS::EventsManager::isCursorVisible ( )

Returns if the mouse cursor is visible

◆ waitCursor()

void MADS::EventsManager::waitCursor ( )

Shows the wait cursor

◆ freeCursors()

void MADS::EventsManager::freeCursors ( )

Free currently loaded cursors

◆ pollEvents()

void MADS::EventsManager::pollEvents ( )

Poll any pending events

◆ setEventTarget()

void MADS::EventsManager::setEventTarget ( EventTarget target)
inline

Sets an event handler other than the events manager

◆ mousePos()

Common::Point MADS::EventsManager::mousePos ( ) const
inline

Return the current mouse position

◆ currentPos()

Common::Point MADS::EventsManager::currentPos ( ) const
inline

Return the current mouse position

◆ delay()

void MADS::EventsManager::delay ( int  amount)

Delay for a given number of frames

◆ waitForNextFrame()

void MADS::EventsManager::waitForNextFrame ( )

Wait for the next frame

◆ checkForNextFrameCounter()

bool MADS::EventsManager::checkForNextFrameCounter ( )

Checks for whether the next game frame number has been reached.

◆ getFrameCounter()

uint32 MADS::EventsManager::getFrameCounter ( ) const
inline

Gets the current frame counter

◆ clearEvents()

void MADS::EventsManager::clearEvents ( )

Clears all currently pending keypresses

◆ isKeyPressed()

bool MADS::EventsManager::isKeyPressed ( ) const
inline

Returns true if there's any pending keys to be processed

◆ getKey()

Common::KeyState MADS::EventsManager::getKey ( )
inline

Gets the next pending keypress


The documentation for this class was generated from the following file: