◆ destroyTreeItem()
void Titanic::CGameManager::destroyTreeItem |
( |
| ) |
|
Destroys and allocated tree item
◆ save()
void Titanic::CGameManager::save |
( |
SimpleFile * |
file | ) |
|
◆ load()
void Titanic::CGameManager::load |
( |
SimpleFile * |
file | ) |
|
Load data from a save file
◆ preLoad()
void Titanic::CGameManager::preLoad |
( |
| ) |
|
Called when a game is about to be loaded
◆ postLoad()
void Titanic::CGameManager::postLoad |
( |
CProjectItem * |
project | ) |
|
Called after loading a game has finished
◆ preSave()
void Titanic::CGameManager::preSave |
( |
CProjectItem * |
project | ) |
|
Called when a game is about to be saved
◆ postSave()
void Titanic::CGameManager::postSave |
( |
| ) |
|
Called when a game has finished being saved
◆ updateDiskTicksCount()
void Titanic::CGameManager::updateDiskTicksCount |
( |
| ) |
|
Updates the game time when the last disk access started
◆ getView()
CViewItem* Titanic::CGameManager::getView |
( |
| ) |
|
|
inline |
◆ getNode()
CNodeItem* Titanic::CGameManager::getNode |
( |
| ) |
|
|
inline |
Gets the current room node
◆ getRoom()
CRoomItem* Titanic::CGameManager::getRoom |
( |
| ) |
|
|
inline |
◆ lockInputHandler()
void Titanic::CGameManager::lockInputHandler |
( |
| ) |
|
|
inline |
◆ unlockInputHandler()
void Titanic::CGameManager::unlockInputHandler |
( |
| ) |
|
|
inline |
◆ playClip()
◆ update()
void Titanic::CGameManager::update |
( |
| ) |
|
Main frame update method for the game
◆ roomChange()
void Titanic::CGameManager::roomChange |
( |
| ) |
|
Called when the room changes
◆ isntTransitioning()
bool Titanic::CGameManager::isntTransitioning |
( |
| ) |
const |
|
inline |
Returns true if no transition is currently in progress
◆ incTransitions()
void Titanic::CGameManager::incTransitions |
( |
| ) |
|
|
inline |
Increments the number of active transitions
◆ decTransitions()
void Titanic::CGameManager::decTransitions |
( |
| ) |
|
|
inline |
Decremenst the number of active transitions
◆ addDirtyRect()
void Titanic::CGameManager::addDirtyRect |
( |
const Rect & |
r | ) |
|
Extends the bounds of the currently dirty area of the game screen to include the specified area
◆ markAllDirty()
void Titanic::CGameManager::markAllDirty |
( |
| ) |
|
Marks the entire screen as dirty, requiring redraw
◆ setScreenManager()
Set and return the current screen manager
◆ addTimer()
◆ stopTimer()
void Titanic::CGameManager::stopTimer |
( |
uint |
id | ) |
|
|
inline |
◆ setTimerPersisent()
void Titanic::CGameManager::setTimerPersisent |
( |
uint |
id, |
|
|
bool |
flag |
|
) |
| |
|
inline |
Flags whether the timer will be persisent across save & loads
◆ getTalkManager()
Return the true talk manager
◆ getFullViewName()
CString Titanic::CGameManager::getFullViewName |
( |
| ) |
|
Return the full Id of the current view in a room.node.view tuplet form
The documentation for this class was generated from the following file: