void WindowManager::PollEvents(GUIManager& a_GUIMgr) { //poll for events sf::Event curEvent; while(m_pSFMLRenderWindow->pollEvent(curEvent)) { switch(curEvent.type) { /*case(Event::MouseButtonPressed): { Callback::MouseClick(curEvent.mouseButton); break; }*/ case(Event::Closed): { m_IsQuittingNextUpdate = true; break; } case(Event::MouseEntered): { m_pSFMLRenderWindow->setMouseCursorVisible(false); break; } case(Event::MouseLeft): { m_pSFMLRenderWindow->setMouseCursorVisible(true); break; } case(Event::KeyPressed): { if(curEvent.key.code == sf::Keyboard::Escape) { m_IsQuittingNextUpdate = true; break; } //fall through } default: { //let our current input_handler deal with it if(m_pInputHandler) m_pInputHandler->HandleInputEvent(curEvent); //let the gui know about it too a_GUIMgr.HandleEvent(curEvent); break; } } } }