void LevelScene::processEvents()
{
    Scene::processEvents();
    if(!m_isPauseMenu)// Don't process controllers from the pause menu
    {
        m_player1Controller->update();
        m_player2Controller->update();
    }
    if(m_player1Controller->keys.start_pressed)
        onKeyboardPressedSDL(SDLK_ESCAPE, 0);
}
Beispiel #2
0
void Scene::processEvents()
{
    SDL_Event event; //  Events of SDL
    while ( SDL_PollEvent(&event) )
    {
        if(PGE_Window::processEvents(event)!=0) continue;
        switch(event.type)
        {
            case SDL_QUIT:
                {
                    doExit          = true;
                    running         = false;
                    _doShutDown = true;
                    break;
                }// End work of program
            break;
            case SDL_KEYDOWN: // If pressed key
                onKeyboardPressedSDL(event.key.keysym.sym, event.key.keysym.mod);
                onKeyboardPressed(event.key.keysym.scancode);
            break;
            case SDL_KEYUP: // If released key
                onKeyboardReleasedSDL(event.key.keysym.sym, event.key.keysym.mod);
                onKeyboardReleased(event.key.keysym.scancode);
            break;
            case SDL_MOUSEBUTTONDOWN:
                onMousePressed(event.button);
            break;
            case SDL_MOUSEBUTTONUP:
                onMouseReleased(event.button);
            break;
            case SDL_MOUSEWHEEL:
                onMouseWheel(event.wheel);
            break;
            case SDL_MOUSEMOTION:
                onMouseMoved(event.motion);
            break;
        }
    }
}