AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: infrastructure/adapters/cursor/cursor_adapter_2d.gd
Version: 6.0
class_name: CursorAdapter2D
extends: RefCounted
Signals
cursor_position_changed(p_world_pos: Vector2, p_grid_pos: Vector2i)cursor_visibility_changed(p_is_visible: bool)callables- Keyed by node instance_id.
Exports
(none)
Methods
process_mouse_movement(_p_world_position: Vector2) -> voidprocess_keyboard_movement(_p_direction: Vector2i) -> voidprocess_gamepad_movement(_p_direction: Vector2) -> voidactivate_cursor(_p_context_id: String = "") -> voiddeactivate_cursor -> voidget_cursor_position -> Vector2get_grid_position -> Vector2iis_cursor_active -> boolget_runtime_issues -> Arrayupdate_visual_position(p_world_pos: Vector2) -> voidupdate_visual_visibility(p_is_visible: bool) -> void_init(p_cursor_orchestrator: CursorOrchestrator2D) -> voidregister_visual_node(p_cursor_node: GPCursor2D) -> voidunregister_visual_node(p_cursor_node: GPCursor2D) -> void_on_cursor_position_changed(p_world_pos: Vector2, _p_grid_pos: Vector2i, p_cursor_node: GPCursor2D) -> void- Update node visual position via callback
_on_cursor_visibility_changed(p_is_visible: bool, p_cursor_node: GPCursor2D) -> void- Update node visual visibility via callback
process_mouse_movement(p_world_position: Vector2) -> voidprocess_keyboard_movement(p_direction: Vector2i) -> voidprocess_gamepad_movement(p_direction: Vector2) -> voidactivate_cursor(p_context_id: String = "") -> voiddeactivate_cursor -> voidget_cursor_position -> Vector2get_grid_position -> Vector2iis_workflow_active -> boolsynchronize_visual_state(p_cursor_node: GPCursor2D) -> voidget_cursor_orchestrator -> CursorOrchestrator2Dget_runtime_issues -> Arraycleanup -> void