Example #1
0
void MouseEvent::processEvent(InputListener* aListener)
{
	if (aListener != NULL)
	{
		switch (m_InputType)
		{
		case MouseMovementInput:
			aListener->mouseMovementEvent(m_DeltaX, m_DeltaY, m_PositionX, m_PositionY);
			break;

		case MouseLeftClickDownInput:
			aListener->mouseLeftClickDownEvent(m_PositionX, m_PositionY);
			break;

		case MouseLeftClickUpInput:
			aListener->mouseLeftClickUpEvent(m_PositionX, m_PositionY);
			break;

		case MouseRightClickDownInput:
			aListener->mouseRightClickDownEvent(m_PositionX, m_PositionY);
			break;

		case MouseRightClickUpInput:
			aListener->mouseRightClickUpEvent(m_PositionX, m_PositionY);
			break;

		default:
			break;
		}

		ProcessTouch(aListener);
	}
}
Example #2
0
void CzApp::ProcessEvents(CzScene *scene)
{
	// Process touches
	for (int t = 0; t < CZ_MAX_TOUCHES; t++)
		LastTappedActor[t] = NULL;
	for (int t = 0; t < MaxTouches; t++)
		ProcessTouch(t);

	if (scene != NULL && scene->isActive() && scene->isVisible())
	{
		// Update keys
		if (CZ_INPUT->isBackPressed())
			scene->NotifyKeyBack();
		if (CZ_INPUT->isMenuPressed())
			scene->NotifyKeyMenu();
	}
}