ScummVM API documentation
TwinE::Input Class Reference

Public Member Functions

 Input (TwinEEngine *engine)
 
void enableKeyMap (const char *id)
 Dependent on the context we are currently in the game, we might want to disable certain keymaps. Like disabling ui keymaps when we are in-game - or vice versa.
 
bool enableAdditionalKeyMap (const char *id, bool enable)
 
const Common::String currentKeyMap () const
 
bool isActionActive (TwinEActionType actionType, bool onlyFirstTime=true) const
 
bool isMouseHovering (const Common::Rect &rect) const
 
bool toggleActionIfActive (TwinEActionType actionType)
 If the action is active, the internal state is reset and a following call of this method won't return true anymore.
 
void resetActionStates ()
 
bool toggleAbortAction ()
 
bool isQuickBehaviourActionActive () const
 
bool isMoveOrTurnActionActive () const
 
bool isHeroActionActive () const
 
bool resetHeroActions ()
 
Common::Point getMousePositions () const
 
void readKeys ()
 Updates the internal action states.
 
void processCustomEngineEventStart (const Common::Event &event)
 
void processCustomEngineEventEnd (const Common::Event &event)
 

Member Function Documentation

◆ isActionActive()

bool TwinE::Input::isActionActive ( TwinEActionType  actionType,
bool  onlyFirstTime = true 
) const
Parameters
onlyFirstTimeIf this is set to true, repeating key press events are not taken into account here This means, that even if the key is held down, this will return false. false as value for this parameter will return true also for repeating key presses.
See also
isPressed()

◆ getMousePositions()

Common::Point TwinE::Input::getMousePositions ( ) const

Gets mouse positions

Parameters
mouseDatastructure that contains mouse position info

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