◆ EventsManager()
MADS::EventsManager::EventsManager |
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MADSEngine * |
vm | ) |
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◆ ~EventsManager()
MADS::EventsManager::~EventsManager |
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◆ loadCursors()
void MADS::EventsManager::loadCursors |
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const Common::Path & |
spritesName | ) |
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Loads the sprite set containing the cursors
◆ setCursor()
void MADS::EventsManager::setCursor |
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CursorType |
cursorId | ) |
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◆ setCursor2()
void MADS::EventsManager::setCursor2 |
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CursorType |
cursorId | ) |
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◆ showCursor()
void MADS::EventsManager::showCursor |
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◆ hideCursor()
void MADS::EventsManager::hideCursor |
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◆ isCursorVisible()
bool MADS::EventsManager::isCursorVisible |
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Returns if the mouse cursor is visible
◆ waitCursor()
void MADS::EventsManager::waitCursor |
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◆ freeCursors()
void MADS::EventsManager::freeCursors |
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Free currently loaded cursors
◆ pollEvents()
void MADS::EventsManager::pollEvents |
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◆ setEventTarget()
void MADS::EventsManager::setEventTarget |
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EventTarget * |
target | ) |
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inline |
Sets an event handler other than the events manager
◆ mousePos()
Return the current mouse position
◆ currentPos()
Return the current mouse position
◆ delay()
void MADS::EventsManager::delay |
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int |
amount | ) |
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Delay for a given number of frames
◆ waitForNextFrame()
void MADS::EventsManager::waitForNextFrame |
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◆ checkForNextFrameCounter()
bool MADS::EventsManager::checkForNextFrameCounter |
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Checks for whether the next game frame number has been reached.
◆ getFrameCounter()
uint32 MADS::EventsManager::getFrameCounter |
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const |
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inline |
Gets the current frame counter
◆ clearEvents()
void MADS::EventsManager::clearEvents |
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Clears all currently pending keypresses
◆ isKeyPressed()
bool MADS::EventsManager::isKeyPressed |
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const |
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inline |
Returns true if there's any pending keys to be processed
◆ isActionTriggered()
bool MADS::EventsManager::isActionTriggered |
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const |
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inline |
Returns true if there's any pending actions to be processed
◆ getKey()
Gets the next pending keypress
◆ getAction()
Gets the next pending action
The documentation for this class was generated from the following file: