Example #1
0
/**
 * Takes care of any events from the core game engine,
 * and passes them on to its InteractiveSurface child elements.
 * @param action Pointer to an action.
 */
void State::handle(Action *action)
{
	for (std::vector<Surface*>::reverse_iterator i = _surfaces.rbegin(); i != _surfaces.rend(); ++i)
	{
		InteractiveSurface* j = dynamic_cast<InteractiveSurface*>(*i);
		if (j != 0)
			j->handle(action, this);
	}
}
Example #2
0
/**
 * Takes care of any events from the core game engine,
 * and passes them on to its InteractiveSurface child elements.
 * @param action Pointer to an action.
 */
void State::handle(Action *action)
{
	for (std::vector<Surface*>::iterator i = _surfaces.begin(); i < _surfaces.end(); i++)
	{
		InteractiveSurface* j = dynamic_cast<InteractiveSurface*>(*i);
		if (j != 0)
			j->handle(action, this);
	}
}