1#ifndef LEGOINPUTMANAGER_H
2#define LEGOINPUTMANAGER_H
32 return p_element1 == p_element2 ? 0 : p_element1 < p_element2 ? -1 : 1;
220 UINT m_autoDragTimerID;
229 MxU8 m_keyboardState[256];
232 MxS32 m_joystickIndex;
Camera controller for 3D scenes, handles interactive camera manipulation and view transformation.
[AI] Manages control presenters and dispatches notifications for control/input events within the LEGO...
Notification parameter class for LEGO event notifications such as mouse events and modifier keys.
[AI] Event queue for processing Lego input (mouse/keyboard/joystick) events.[AI] Queue of input event...
[AI] Cursor (iterator) for traversing a LegoNotifyList. Used to find or detach notification targets....
LegoNotifyListCursor(LegoNotifyList *p_list)
[AI] Construct given a LegoNotifyList.
[AI] A list of notification targets (MxCore*) interested in input events (primarily keyboard).
LegoNotifyList(MxBool p_ownership=FALSE)
[AI] Construct with ownership flag determining if contained pointers should be deleted on destruction...
MxS8 Compare(MxCore *p_element1, MxCore *p_element2) override
[AI] Compare two notification MxCore* elements for list ordering (by pointer value).
Represents the active 3D world, holding all entity, animation, sound, path, and ROI objects.
[AI] Base virtual class for all Mindscape engine (Mx) objects.
[AI] Provides a critical section object for mutual exclusion with optional use of OS mutex.
[AI] Abstract base class for all presenter types in the LEGO Island engine, responsible for managing ...
Template class implementing a queue, derived from MxList.
typedef DWORD(FAR PASCAL *LPCLIPPERCALLBACK)(LPDIRECTDRAWCLIPPER lpDDClipper
#define SUCCESS
[AI] Used to indicate a successful operation in result codes.
NotificationId
Several of those should be defined in LegoOmni.