ps
Struct CSelectedEntities
Singleton
|
+--CSelectedEntities
in Interact.h
in Interact.cpp
- struct CSelectedEntities
- extends Singleton
m_defaultAction
public int m_defaultAction;
m_defaultCommand
public int m_defaultCommand;
m_group
public i8 m_group;
m_group_highlight
public i8 m_group_highlight;
m_groups
public std::vector< HEntity > m_groups[ 20 ];
m_mouseOverMM
public bool m_mouseOverMM;
m_secondaryAction
public int m_secondaryAction;
m_secondaryCommand
public int m_secondaryCommand;
m_selected
public std::vector< HEntity > m_selected;
m_selectionChanged
public bool m_selectionChanged;
m_unitUITextures
public std::map< CStr, Handle > m_unitUITextures;
CSelectedEntities
public CSelectedEntities();
~CSelectedEntities
public ~CSelectedEntities();
AddGroup
public void AddGroup( i8 groupid );
AddSelection
public void AddSelection( HEntity entity );
AddToGroup
public void AddToGroup( i8 groupid, HEntity entity );
ChangeGroup
public void ChangeGroup( HEntity entity, i8 groupid );
ClearSelection
public void ClearSelection();
DestroyUnitUiTextures
public void DestroyUnitUiTextures();
GetGroupCount
public int GetGroupCount( i8 groupid );
GetGroupPosition
public CVector3D GetGroupPosition( i8 groupid );
GetSelectionPosition
public CVector3D GetSelectionPosition();
HighlightGroup
public void HighlightGroup( i8 groupid );
HighlightNone
public void HighlightNone();
IsSelected
public bool IsSelected( HEntity entity );
LoadGroup
public void LoadGroup( i8 groupid );
LoadUnitUiTextures
public int LoadUnitUiTextures();
RemoveAll
public void RemoveAll( HEntity entity );
RemoveSelection
public void RemoveSelection( HEntity entity );
RenderAuras
public void RenderAuras();
RenderBarBorders
public void RenderBarBorders();
RenderBars
public void RenderBars();
RenderHealthBars
public void RenderHealthBars();
RenderOverlays
public void RenderOverlays();
RenderRallyPoints
public void RenderRallyPoints();
RenderRanks
public void RenderRanks();
RenderSelectionOutlines
public void RenderSelectionOutlines();
RenderStaminaBars
public void RenderStaminaBars();
SaveGroup
public void SaveGroup( i8 groupid );
SetSelection
public void SetSelection( HEntity entity );
Update
public void Update();