11 ,
public Toshi::T2DList<AGameState>
::Node
28 template <
class Result,
class... Args>
60 virtual TBOOL ProcessInput(
const Toshi::TInputInterface::InputEvent* a_pInputEvent );
63 virtual void Unknown2(
void* a_pUnk1 );
64 virtual void Unknown3(
void* a_pUnk1 );
65 virtual void Unknown4(
void* a_pUnk1 );
73 virtual void Unknown11(
void* a_pUnk1,
void* a_pUnk2 );
74 virtual void Unknown12(
void* a_pUnk1,
void* a_pUnk2 );
86 void SetInputMap(
const Toshi::TPString8& a_MapName );
99 template <
class RetT,
class... Args>
109 ( pGameState->*a_fnCallback )( args... );
113 template <
class... Args>
123 TBOOL bResult = ( pGameState->*a_fnCallback )( args... );
Input system interface for the Toshi engine.
#define TSTATICCAST(POINTERTYPE, VALUE)
#define TREINTERPRETCAST(TYPE, VALUE)
#define T2_FOREACH(vecName, iteratorName)
#define TDECLARE_CLASS(THIS_CLASS, PARENT_CLASS)
virtual void Unknown4(void *a_pUnk1)
virtual void OnActivate()
virtual TBOOL OnUpdate(TFLOAT a_fDeltaTime)
virtual ASoundId GetSound()
void ExecuteForAllChildStates(t_ExecuteForChildCb< RetT, Args... > a_fnCallback, TUINT32 a_uiOffset, Args... args)
virtual void Unknown2(void *a_pUnk1)
virtual TBOOL ProcessInput(const Toshi::TInputInterface::InputEvent *a_pInputEvent)
Result(AGameState::*)(Args... args) t_ExecuteForChildCb
virtual void Unknown3(void *a_pUnk1)
friend class AGameStateController
virtual void OnDeactivate()
TBOOL ExecuteForOneChildState(t_ExecuteForChildCb< TBOOL, Args... > a_fnCallback, TUINT32 a_uiOffset, Args... args)
virtual void Unknown12(void *a_pUnk1, void *a_pUnk2)
OVERLAY GetOverlay() const
AGUI2Element m_GUIElement
AGameState * m_pOwnerState
void SetInputMap(const Toshi::TPString8 &a_MapName)
virtual void OnInsertion()
OVERLAY m_eOverlayColorIndex
virtual void Unknown11(void *a_pUnk1, void *a_pUnk2)
TBOOL SendInputCommands(const Toshi::TInputInterface::InputEvent *a_pEvent)
virtual TBOOL Unknown1(void *a_pUnk1, void *a_pUnk2)
Toshi::T2DList< AGameState > m_ChildStates
virtual TBOOL ProcessCommand(AInputCommand a_eInputCommand, const Toshi::TInputInterface::InputEvent *a_pInputEvent, TBOOL &a_rStopEvents)
virtual void OnResume(AGameState *a_pPreviousState)
void SetOverlay(OVERLAY a_eOverlay)
void SetFlags(TUINT a_uiFlags)