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path: root/engines/zvision/control.h
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2013-10-20ZVISION: Style modifing by astyle.Marisa-Chan
2013-10-02ZVISION: Standardize includes order and formatRichieSams
Format is: common/scummsys.h (Only if a .cpp file) header file for this file (Only if a .cpp file) zengine includes other includes, grouped by module
2013-09-15ZVISION: Add focus support for ControlsRichieSams
2013-09-15ZVISION: Add key press support to ControlsRichieSams
2013-09-04ZVISION: Create base methods for Control serializationrichiesams
2013-08-28ZVISION: Create the default implementation for Control::enable()/disable()richiesams
2013-08-28ZVISION: Bake ActionNode and MouseEvent into Controlrichiesams
This makes memory management a lot easier as well as removes the need for multiple lists that point to the same objects. However, there will be quite a few Controls that don't need all the functionality of ActionNode and MouseEvent, so the default implementations are No Op.
2013-08-24ZVISION: Move PushToggleControl and LeverControl to their own filesrichiesams
2013-08-24ZVISION: Partially implement LeverControlrichiesams
2013-08-24ZVISION: Have PushToggleControl inherit from MouseEvent and handle the ↵richiesams
methods internally. Rather than creating an instance of MouseEvent and passing argument around.
2013-08-24ZVISION: Make Control purely virtualrichiesams
2013-08-20ZVISION: Remove static Control::parsePushToggleControlrichiesams
The code was moved to the class PushToggleControl
2013-08-20ZVISION: Add TODO's of what is left for the engine to be completerichiesams
2013-08-18ZVISION: Reimplement PushToggleControlrichiesams
2013-08-18ZVISION: Allow controls to be enabled or disabledrichiesams
2013-08-11ZVISION: Implement push_toggle control handlingrichiesams
2013-08-04ZVISION: Create Control classrichiesams
2013-08-04ZVISION: Change #include scummsys.h to types.hrichiesams
2013-08-04ZVISION: Fix code formatting to follow the conventionrichiesams
2013-08-04ZVISION: Split puzzleControl into two files. Add ResultAction enumrichiesams
After further investigation, puzzles and controls don't really share any structs. So it makes more sense to keep them seperate.