Uses of Class
com.b3dgs.lionengine.game.strategy.StrategyCursor

Packages that use StrategyCursor
com.b3dgs.lionengine.game.hacknslash   
com.b3dgs.lionengine.game.strategy   
 

Uses of StrategyCursor in com.b3dgs.lionengine.game.hacknslash
 

Methods in com.b3dgs.lionengine.game.hacknslash with parameters of type StrategyCursor
 boolean AbstractItem.collideOnMap(StrategyCursor cursor)
          Check if cursor hit item on map.
 boolean AbstractItem.collideOnPanel(StrategyCursor cursor, int offsetX, int offsetY)
          Check if cursor collide current item.
 void AbstractItemHandler.update(Keyboard keyboard, StrategyCursor cursor)
          Update items in bag and on map.
abstract  void AbstractItem.update(StrategyCursor cursor)
          Update item on bag.
abstract  void AbstractItem.update(StrategyCursor cursor, TileBasedMap<TTile> map)
          Update item on map.
 

Uses of StrategyCursor in com.b3dgs.lionengine.game.strategy
 

Methods in com.b3dgs.lionengine.game.strategy with parameters of type StrategyCursor
 void AbstractControlPanel.checkCursor(StrategyCursor cursor)
          Check if cursor is inside or outside the panel (this avoid selection inside panel).
 void AbstractEntryHandler.render(java.awt.Graphics2D g, StrategyCamera camera, StrategyCursor cursor)
          Main rendering routine; has to be called in a game loop.
 void AbstractControlPanel.render(java.awt.Graphics2D g, StrategyCursor cursor)
          Panel rendering need to be defined here (list of selected entrys, informations...).
 void AbstractEntryHandler.renderEntry(java.awt.Graphics2D g, AbstractEntry<TTile,TSkill,TAttr> entry, StrategyCamera camera, StrategyCursor cursor)
          Rendering function for an entry.
protected  void AbstractControlPanel.renderEntrySkills(java.awt.Graphics2D g, StrategyCursor cursor, AbstractEntry<TTile,TSkill,TAttr> entry, int isx, int isy, int mw, int mh, int ipl)
          Render entry skills icons (in case of a single entry selection).
protected  void AbstractControlPanel.renderEntrysSkills(java.awt.Graphics2D g, StrategyCursor cursor, java.util.Set<AbstractEntry<TTile,TSkill,TAttr>> entrys, int isx, int isy, int mw, int mh, int ipl, java.util.Set<java.lang.String> ignore)
          Render entrys skills icons (only common skills, in case of multiple entry selection).
protected abstract  void AbstractControlPanel.renderMultipleEntry(java.awt.Graphics2D g, StrategyCursor cursor, java.util.Set<AbstractEntry<TTile,TSkill,TAttr>> entrys)
          Rendering function in case of many selected unit.
abstract  void AbstractSkill.renderOnMap(java.awt.Graphics2D g, AbstractControlPanel<TTile,TSkill,TAttr> panel, StrategyCursor cursor)
          Rendering routine on map.
abstract  void AbstractSkill.renderOnPanel(java.awt.Graphics2D g, AbstractControlPanel<TTile,TSkill,TAttr> panel, StrategyCursor cursor, TiledSprite icons, int x, int y, int w, int h)
          Rendering routine on panel.
protected abstract  void AbstractControlPanel.renderSingleEntry(java.awt.Graphics2D g, StrategyCursor cursor, AbstractEntry<TTile,TSkill,TAttr> entry)
          Rendering function in case of a single selected unit.
 void AbstractEntryHandler.update(Keyboard keyboard, StrategyCursor cursor, StrategyCamera camera, float extrp)
          Main routine; has to be called in main game loop.
 void AbstractEntryHandler.updateCursorSelection(StrategyCursor cursor, StrategyCamera camera)
          Function handling cursor selection (preparing area transposed on the map).
 void AbstractEntryHandler.updateEntry(Keyboard keyboard, StrategyCursor cursor, StrategyCamera camera, AbstractEntry<TTile,TSkill,TAttr> entry, float extrp)
          Update current entry, by handling mouse orders, over, and selection.
protected  void AbstractControlPanel.updateSkill(java.awt.Graphics2D g, StrategyCursor cursor, TSkill skill, int ico, int ix, int iy, int iw, int ih)
          Rendering of a specific skill.