Manages the registration and processing of mouse key events for GameObjects. More...
#include <MouseKeyEventManager.h>
Public Member Functions | |
MouseKeyEventManager (const MouseKeyEventManager &)=delete | |
MouseKeyEventManager & | operator= (const MouseKeyEventManager &)=delete |
MouseKeyEventManager (AZUL_MOUSE k) | |
Constructor for MouseKeyEventManager. | |
void | Register (Inputable *in, EventType e) |
Registers a GameObject for a specific event type. | |
void | Deregister (Inputable *in, EventType e) |
Deregisters a GameObject for a specific event type. | |
void | ProcessMouseKeyEvent () |
Processes all registered mouse key events. | |
bool | IsEmpty () |
Checks if the collection of GameObjects is empty. | |
Private Types | |
using | InputableCollection = std::list<Inputable*> |
Type alias for the collection of inputable GameObjects. | |
using | CollectionIterator = InputableCollection::iterator |
Type alias for the collection iterator. | |
Private Attributes | |
AZUL_MOUSE | key |
The key associated with this manager. | |
InputableCollection | keyInactiveCol |
Collection of GameObjects for key inactive events. | |
InputableCollection | keyPressCol |
Collection of GameObjects for key press events. | |
InputableCollection | keyHeldCol |
Collection of GameObjects for key held events. | |
InputableCollection | keyReleaseCol |
Collection of GameObjects for key release events. | |
EventType | eventState |
The current event state of the key. | |
Manages the registration and processing of mouse key events for GameObjects.
The MouseKeyEventManager class is responsible for managing the registration and processing of mouse key events for GameObjects. It provides methods to register, deregister, and process mouse key events.
MouseKeyEventManager::MouseKeyEventManager | ( | AZUL_MOUSE | k | ) |
Constructor for MouseKeyEventManager.
k | The mouse key associated with this manager. |
Deregisters a GameObject for a specific event type.
in | Pointer to the GameObject. |
e | The event type to deregister. |
bool MouseKeyEventManager::IsEmpty | ( | ) |
Checks if the collection of GameObjects is empty.
Registers a GameObject for a specific event type.
in | Pointer to the GameObject. |
e | The event type to register. |