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;
			}
		}
	}
}