/** * @brief Calls an input callback method of the object on top of the stack. * @param event The input event to forward. * @return \c true if the event was handled and should stop being propagated. */ bool LuaContext::on_input(InputEvent& event) { // Call the Lua function(s) corresponding to this input event. bool handled = false; if (event.is_keyboard_event()) { // Keyboard. if (event.is_keyboard_key_pressed()) { handled = on_key_pressed(event) || handled;/* if (event.is_character_pressed()) { handled = on_character_pressed(event) || handled; }*/ } /* else if (event.is_keyboard_key_released()) { handled = on_key_released(event) || handled; } */ } //TODO Change this to mouse input events /* else if (event.is_joypad_event()) { // Joypad. if (event.is_joypad_button_pressed()) { handled = on_joypad_button_pressed(event) || handled; } else if (event.is_joypad_button_released()) { handled = on_joypad_button_released(event) || handled; } else if (event.is_joypad_axis_moved()) { handled = on_joypad_axis_moved(event) || handled; } else if (event.is_joypad_hat_moved()) { handled = on_joypad_hat_moved(event) || handled; } }*/ return handled; }