MultipleManipulatorState
fState = new MultipleManipulatorState(fCanvasView);
MultipleManipulatorState* fState;
class MultipleManipulatorState;
MultipleManipulatorState::MouseMoved(BPoint where, uint32 transit,
MultipleManipulatorState::MouseUp()
MultipleManipulatorState::ModifiersChanged(uint32 modifiers)
MultipleManipulatorState::HandleKeyDown(uint32 key, uint32 modifiers,
MultipleManipulatorState::MultipleManipulatorState(StateView* view)
MultipleManipulatorState::HandleKeyUp(uint32 key, uint32 modifiers,
MultipleManipulatorState::UpdateCursor()
MultipleManipulatorState::AddManipulator(Manipulator* manipulator)
MultipleManipulatorState::RemoveManipulator(int32 index)
MultipleManipulatorState::DeleteManipulators()
MultipleManipulatorState::CountManipulators() const
MultipleManipulatorState::ManipulatorAt(int32 index) const
MultipleManipulatorState::~MultipleManipulatorState()
MultipleManipulatorState::ManipulatorAtFast(int32 index) const
MultipleManipulatorState::_UpdateCursor()
MultipleManipulatorState::_ShowContextMenu(BPoint where)
MultipleManipulatorState::Init()
MultipleManipulatorState::Cleanup()
MultipleManipulatorState::Draw(BView* into, BRect updateRect)
MultipleManipulatorState::MessageReceived(BMessage* message,
MultipleManipulatorState::MouseDown(BPoint where, uint32 buttons, uint32 clicks)
class MultipleManipulatorState : public ViewState {
MultipleManipulatorState(StateView* view);
virtual ~MultipleManipulatorState();