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); }
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; } } }