ScummVM API documentation
MM::Xeen::EventsManager Class Reference

Public Member Functions

 EventsManager (XeenEngine *vm)
 
void setCursor (int cursorId)
 
void showCursor ()
 
void hideCursor ()
 
bool isCursorVisible ()
 
void pollEvents ()
 
void pollEventsAndWait ()
 
void clearEvents ()
 
void debounceMouse ()
 
void addEvent (const Common::KeyState &keyState)
 
void addEvent (bool leftButton, bool rightButton)
 
bool getEvent (PendingEvent &pe)
 
bool isEventPending () const
 
bool isKeyMousePressed ()
 
void updateGameCounter ()
 
void timeMark1 ()
 
void timeMark2 ()
 
void timeMark3 ()
 
void timeMark4 ()
 
void timeMark5 ()
 
uint32 timeElapsed () const
 
uint32 timeElapsed1 () const
 
uint32 timeElapsed2 () const
 
uint32 timeElapsed3 () const
 
uint32 timeElapsed4 () const
 
uint32 timeElapsed5 () const
 
uint32 getTicks ()
 
uint32 playTime () const
 
void setPlayTime (uint32 time)
 
bool wait (uint numFrames, bool interruptable=true)
 
void ipause (uint amount)
 
void ipause5 (uint amount)
 
void waitForPressAnimated ()
 
void waitForPress ()
 

Public Attributes

Common::Point _mousePos
 

Member Function Documentation

◆ showCursor()

void MM::Xeen::EventsManager::showCursor ( )

Show the mouse cursor

◆ hideCursor()

void MM::Xeen::EventsManager::hideCursor ( )

Hide the mouse cursor

◆ isCursorVisible()

bool MM::Xeen::EventsManager::isCursorVisible ( )

Returns if the mouse cursor is visible

◆ pollEvents()

void MM::Xeen::EventsManager::pollEvents ( )

Polls the ScummVM backend for any pending events

◆ pollEventsAndWait()

void MM::Xeen::EventsManager::pollEventsAndWait ( )

Polls for events, and wait a slight delay. This ensures the game doesn't use up 100% of the CPU

◆ clearEvents()

void MM::Xeen::EventsManager::clearEvents ( )

Clears all pending events

◆ debounceMouse()

void MM::Xeen::EventsManager::debounceMouse ( )

Waits for a mouse press to be released

◆ addEvent() [1/2]

void MM::Xeen::EventsManager::addEvent ( const Common::KeyState keyState)

Adds a keyboard event to the queue

◆ addEvent() [2/2]

void MM::Xeen::EventsManager::addEvent ( bool  leftButton,
bool  rightButton 
)

Adds a mouse button event to the queue

◆ getEvent()

bool MM::Xeen::EventsManager::getEvent ( PendingEvent pe)

Returns the next pending key/mouse press, if any

◆ isEventPending()

bool MM::Xeen::EventsManager::isEventPending ( ) const
inline

Returns true if a key or mouse event is pending

◆ isKeyMousePressed()

bool MM::Xeen::EventsManager::isKeyMousePressed ( )

Returns true if a key or mouse press is pending

◆ wait()

bool MM::Xeen::EventsManager::wait ( uint  numFrames,
bool  interruptable = true 
)

Waits for a given number of frames

Parameters
numFramesNumber of frames to wait
interruptableIf set, aborts if the mouse or a key is pressed
Returns
True if the wait was aborted

◆ ipause()

void MM::Xeen::EventsManager::ipause ( uint  amount)

Pause for a set amount

◆ ipause5()

void MM::Xeen::EventsManager::ipause5 ( uint  amount)

Pauses a set amount past the previous call to timeMark5

◆ waitForPressAnimated()

void MM::Xeen::EventsManager::waitForPressAnimated ( )

Waits for a key or mouse press, animating the 3d view in the background

◆ waitForPress()

void MM::Xeen::EventsManager::waitForPress ( )

Waits for a key or mouse press


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