New Super Mario Bros. U Headers
Loading...
Searching...
No Matches
EventBase.h
Go to the documentation of this file.
1
#
pragma
once
2
3
#
include
<
container
/
seadListImpl
.
h
>
4
#
include
<
heap
/
seadDisposer
.
h
>
5
#
include
<
prim
/
seadRuntimeTypeInfo
.
h
>
6
7
class
ActorBase
;
8
class
EventMgr
;
9
10
// vtbl Address: 0x100B4480
11
class
EventBase
:
public
sead
::
IDisposer
12
{
13
public
:
14
enum
Result
15
{
16
cResult_Keep
= 0,
17
cResult_Exit
18
};
19
20
public
:
21
// Address: 0x024A4AC8
22
EventBase
();
23
// Address: 0x024A4B28
24
virtual
~
EventBase
();
25
26
// getRuntimeTypeInfoStatic()::typeInfo initialization guard variable Address: 0x101E9E8C
27
// getRuntimeTypeInfoStatic()::typeInfo Address: 0x101EA7C8
28
SEAD_RTTI_BASE
(
EventBase
)
29
30
public
:
31
virtual
void
enter
()
32
{
33
}
34
35
virtual
Result
execute
()
36
{
37
return
cResult_Keep
;
38
}
39
40
virtual
void
exit
()
41
{
42
}
43
44
virtual
void
cancel
()
45
{
46
}
47
48
virtual
void
terminate
()
49
{
50
}
51
52
virtual
bool
isJoin
(
const
ActorBase
*
actor
)
const
53
{
54
return
false
;
55
}
56
57
bool
isRequested
()
const
58
{
59
return
mListNode
.
isLinked
();
60
}
61
62
protected
:
63
sead
::
ListNode
mListNode
;
64
65
friend
class
EventMgr
;
66
};
67
static_assert
(
sizeof
(
EventBase
) == 0x18);
ActorBase
Base interface class for all actors in the game. Lifecycle is handled by ActorMgr.
Definition
ActorBase.h:19
EventBase
Definition
EventBase.h:12
EventBase::Result
Result
Definition
EventBase.h:15
EventBase::cResult_Exit
@ cResult_Exit
Definition
EventBase.h:17
EventBase::cResult_Keep
@ cResult_Keep
Definition
EventBase.h:16
EventBase::~EventBase
virtual ~EventBase()
EventBase::EventBase
EventBase()
EventMgr
Definition
EventMgr.h:10
event
EventBase.h
Generated by
1.14.0