Example #1
0
  // Ici le cube bougera avec les fleches du clavier
  virtual void update(gdl::Clock const &clock, gdl::Input &input)
  {
    glm::vec3 pos = glm::vec3(0, 0, 0);
    float delta = static_cast<float>(clock.getElapsed()) * _speed;
    // On multiplie par le temps ecoule depuis la derniere image pour que la vitesse ne depende pas de la puissance de l'ordinateur
    if (input.getKey(SDLK_UP))
      {
	pos.x = 1;
	_rotation.y = -90;
	translate(pos * delta);  
      }
    if (input.getKey(SDLK_DOWN))
      {
	pos.x = -1;
	_rotation.y = 90;
	translate(pos * delta);
      }
    if (input.getKey(SDLK_LEFT))
      {
	pos.z = -1;
	_rotation.y = 180;
	translate(pos * delta);
      }
    if (input.getKey(SDLK_RIGHT))
      {
	pos.z = 1;
	_rotation.y = 0;
	translate(pos * delta);
      }
  }
Example #2
0
void				Player::update(gdl::Clock const& clock,
					       gdl::Input& input)
{
  _timeReload -= clock.getElapsed();
  if (_timeReload <= 0.0f)
    {
      _bombCount = ((_bombCount < _maxBombCount) ? _maxBombCount : _bombCount);
      _timeReload = 1.5f;
    }
  if (input.getKey(_controls[DROPBOMB], false))
    dropBomb(clock);
  for (int i = TOP; i != NONE; i++)
    {
      if (input.getKey(_controls[static_cast<e_dir>(i)], false))
	{
	  moveTo(static_cast<e_dir>(i), clock);
	  return ;
	}
    }
  if (_hasToStop == true)
    {
      _model->setCurrentSubAnim("end", false);
      _hasToStop = false;
    }
  checkPlayerDeath();
}
Example #3
0
bool		Event::eventInGame(std::vector<AObject *> & players,
				   gdl::Input & input, gdl::Clock & clock, int _nb_player)
{
  for (unsigned int i = 0; i < players.size(); i++)
    {
      if ((i < 2 && _nb_player == 2) || (i < 1 && _nb_player == 1))
	{
	  if (!players[i]->isDead() &&
	      (input.getKey(static_cast<Player *>(players[i])->_event.getTop())
	       || input.getKey(static_cast<Player *>(players[i])->_event.getBot())
	       || input.getKey(static_cast<Player *>(players[i])->_event.getRight())
	       || input.getKey(static_cast<Player *>(players[i])->_event.getLeft())))
	    if ((static_cast<Bomber *>(players[i]->getObject()))->launchWalkAnim() == false)
	      return (false);
	  if (!players[i]->isDead())
	    static_cast<Player *>(players[i])->checkEvent(input, clock);
	}
      else
	{
	  if (!players[i]->isDead())
	    if (!static_cast<Player *>(players[i])->handleActionIa(clock))
	      return (false);
	}
    }
  return (true);
}
Example #4
0
 virtual void update(gdl::Clock const &clock, gdl::Input &input)
 {
   if (input.getKey(SDLK_UP))
     translate(glm::vec3(0, 0, 1) * static_cast<float>(clock.getElapsed()) * _speed);
   if (input.getKey(SDLK_DOWN))
     translate(glm::vec3(0, 0, -1) * static_cast<float>(clock.getElapsed()) * _speed);
   if (input.getKey(SDLK_LEFT))
     translate(glm::vec3(-1, 0, 0) * static_cast<float>(clock.getElapsed()) * _speed);
   if (input.getKey(SDLK_RIGHT))
     translate(glm::vec3(1, 0, 0) * static_cast<float>(clock.getElapsed()) * _speed);
 }
Example #5
0
void		Menu::PlayMenu(gdl::Input &input)
{
  if (input.getKey(SDLK_UP))
    {
      _cursor == 5 ? _cursor = 8 : _cursor--;
      usleep(100000);
    }
  else if (input.getKey(SDLK_DOWN))
    {
      _cursor <= 7 ? _cursor++ : _cursor = 5;
      usleep(100000);
    }
  if (_cursor == 5)
    {
      if (input.getKey(SDLK_RIGHT))
	_nbr_players = 2;
      else if (input.getKey(SDLK_LEFT))
	_nbr_players = 1;
    }
  if (_cursor == 6)
    {
      int	nbmax = _size_x / 3;
      if (input.getKey(SDLK_RIGHT))
	{
	  _nbr_enemies >= nbmax ? _nbr_enemies = 1 : _nbr_enemies += 1;
	  usleep(100000);
	}
      else if (input.getKey(SDLK_LEFT))
	{
	  _nbr_enemies >= 2 ? _nbr_enemies -= 1 : _nbr_enemies = nbmax;
	  usleep(100000);
	}
    }
  if (_cursor == 7)
    {
      if (input.getKey(SDLK_RIGHT))
	{
	  _size_x >= 100 ? _size_x = 10 : _size_x += 1;
	  _size_y >= 100 ? _size_y = 10 : _size_y += 1;
	  usleep(100000);
	}
      else if (input.getKey(SDLK_LEFT))
	{
	  _size_x > 10 ? _size_x -= 1 : _size_x = 100;
	  _size_y > 10 ? _size_y -= 1 : _size_y = 100;
	  usleep(100000);
	}
      if (_nbr_enemies > static_cast<int>(_size_x / 3))
	_nbr_enemies = _size_x/3;
    }
  if (_cursor == 8 &&
      getMapY() != 0 &&
      getMapX() != 0 &&
      getNbrEnemies() != 0 &&
      getNbrPlayers() != 0 &&
      input.getKey(SDLK_RETURN))
    _cursor = 11;
}
Example #6
0
int	Intro::GameIntro::update(gdl::Clock const& clock, gdl::Input &input)
{
  _introtime -= clock.getElapsed();
  if (_cam->getLookAt().y - clock.getElapsed() * 10 > 0)
    _cam->getLookAt().y -= clock.getElapsed() * 10;
  _cam->getCameraDiff().z += clock.getElapsed() * 5;
  if (_introtime <= 0 || input.getKey(SDLK_SPACE))
    return (0);
  return (4);
}
Example #7
0
void		Menu::OptionMenu(gdl::Input &input)
{
  if (_cursor == 9 && input.getKey(SDLK_SPACE))
    {
      _cursor = 1;
      _sound = true;
      _menu_type = COMMON_MENU;
    }
  if (input.getKey(SDLK_RIGHT) || input.getKey(SDLK_LEFT))
    {
      _cursor == 9 ? _cursor = 10: _cursor = 9;
      usleep(100000);
    }
  if (_cursor == 10 && input.getKey(SDLK_SPACE))
    {
      _cursor = 1;
      _sound = false;
      _menu_type = COMMON_MENU;
    }
}
Example #8
0
void FreeCam::moveCam(gdl::Input & input, float delta)
{
    if (input.getKey(SDLK_UP) || input.getKey(SDLK_z))
        translate(_target * (_speed * delta));
    if (input.getKey(SDLK_DOWN) || input.getKey(SDLK_s))
        translate(-_target * (_speed * delta));
    if (input.getKey(SDLK_LEFT) || input.getKey(SDLK_q))
        translate(_left * (_speed * delta));
    if (input.getKey(SDLK_RIGHT) || input.getKey(SDLK_d))
        translate(-_left * (_speed * delta));

    _forward = _pos + _target;
}
Example #9
0
void		Menu::CommonMenu(gdl::Input &input)
{
  if (input.getKey(SDLK_UP))
    {
      _cursor >= 2 ? _cursor-- : _cursor = 4;
      usleep(100000);
    }
  else if (input.getKey(SDLK_DOWN))
    {
      _cursor <= 3 ? _cursor++ : _cursor = 1;
      usleep(100000);
    }
  if (input.getKey(SDLK_RETURN))
    {
      switch (_cursor)
	{
	case 1:
	  {
	    _menu_type = PLAY_MENU;
	    break;
	  }
	case 2:
	  {
	    _menu_type = LOAD_MENU;
	    break;

	  }
	case 3:
	  {
	    _menu_type = OPTION_MENU;
	    _sound ? _cursor = 9 : _cursor = 10;
	    break;
	  }
	case 4:
	  {
	    _menu_type = QUIT_MENU;
	    break;
	  }
	}
    }
}
Example #10
0
void	Pause::update(gdl::Clock const & clock, gdl::Input & input)
{
  (void)clock;
  (void)input;
  if (input.getKey(SDLK_s))
    {
      _cMode != mode::pause::QUIT ? _cMode += 1 : _cMode = mode::pause::RESUME;
      _ping.play();
      usleep(100000);
    }
  else if (input.getKey(SDLK_z))
    {
      _cMode != mode::pause::RESUME ? _cMode -= 1 : _cMode = mode::pause::QUIT;
      _ping.play();
      usleep(100000);
    }
  else if (input.getKey(SDLK_RETURN, true))
    {
      _mode = _cMode;
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }
}
Example #11
0
bool		Event::checkEvent(gdl::Input & input,
				  gdl::Clock & clock,
				  std::vector<AObject *> & players,
				  Pause & pause,
				  Menu & menu,
				  int _nb_players)
{
  // EVENT IN GAME
  if (!pause.isPaused() && !menu.isMenu() && pause.isLoading() == 0)
    {
      if (!eventInGame(players, input, clock, _nb_players))
	return (false);
    }
  // EVENT IN PAUSE
  else if (pause.isPaused() || pause.isLoading() == 3)
    {
      if (!pause.update(input, clock))
	return (false);
      if (pause.isLoading() == 0)
	{
	  if (pause.isMenu())
	    menu.setMenu(true);
	  if (!pause.isPaused())
	    desactivePause(players, pause);
	}
    }
  // EVENT IN MENU
  else
    if (!menu.update(input, clock))
      return (false);


  if (input.getInput(SDL_QUIT))
    return (false);
  if (input.getKey(SDLK_ESCAPE, true))
    {
      if (pause.isPaused())
	desactivePause(players, pause);
      else if (!menu.isMenu())
	activePause(players, pause);
    }

  return (true);
}
Example #12
0
void Marvin::update(gdl::Clock const &clock,
                    gdl::Input &     input)
{
    this->saveCurrentState();
    
    for (std::vector<inputStructure>::iterator it = _inputs.begin(); it != _inputs.end(); ++it) {
        
        //Replace getKeyDown which is not implemented yet
        if (input.getKey(it -> value)) {
            if (it -> isPressed == false) {
                it -> isPressed = true;
                (this->*it -> functionPressed)(clock);
            }
            
            // Call the method pointer
            (this->*it -> function)(clock);
            
        } else if (it -> isPressed) { //Replace getKeyUp which is not implemented yet
            it -> isPressed = false;
            (this->*it -> functionReleased)(clock);
        }
    }
    
}
Example #13
0
bool			Human::update(gdl::AShader &s, const gdl::Clock &c, gdl::Input &i, const std::vector<Block *> &list, const std::vector<Block *> &wall, std::vector<Bonus *> &listBonus)
{
  glm::mat4		transformation;

  transformation = glm::lookAt(glm::vec3(this->_position.x, this->_position.y - 3, 5), glm::vec3(this->_position.x, this->_position.y, this->_position.z), glm::vec3(0, 1, 0));
  s.setUniform("view", transformation);
  if (this->_number == 0)
    {
      if (i.getKey(SDLK_DOWN))
	{
	  double	x = round(this->_position.x);
	  double	y = round(this->_position.y - 0.5);
	  for (double i = 0; i < list.size(); ++i)
	    {
	      if (x == round(list[i]->getPos().x) && y == round(list[i]->getPos().y) && this->_position.z == list[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < wall.size(); ++i)
	    {
	      if (x == round(wall[i]->getPos().x) && y == round(wall[i]->getPos().y) && this->_position.z == wall[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < listBonus.size(); i++)
	    {
	      if (x == round(listBonus[i]->getPos().x) && y == round(listBonus[i]->getPos().y))
		{
		  this->pickUpBonus(listBonus, i);
		}
	    }
	  switch (this->_dir)
	    {
	    case Player::UP:
	      this->rotate(glm::vec3(0, -1, 0), 180);
	      break;
	    case Player::LEFT:
	      this->rotate(glm::vec3(0, -1, 0), 270);
	      break;
	    case Player::RIGHT:
	      this->rotate(glm::vec3(0, -1, 0), 90);
	      break;
	    }
	  this->_dir = Player::DOWN;      
	  this->translate(glm::vec3(0, -1, 0) * static_cast<float>(c.getElapsed()) * this->speed);
	}
      if (i.getKey(SDLK_UP))
	{
	  double	x = round(this->_position.x);
	  double	y = round(this->_position.y + 0.5);
 
	  for (double i = 0; i < list.size(); ++i)
	    {
	      if (x == round(list[i]->getPos().x) && y == round(list[i]->getPos().y) && this->_position.z == list[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < wall.size(); ++i)
	    {
	      if (x == round(wall[i]->getPos().x) && y == round(wall[i]->getPos().y) && this->_position.z == wall[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < listBonus.size(); i++)
	    if (x == round(listBonus[i]->getPos().x) && y == round(listBonus[i]->getPos().y))
	      this->pickUpBonus(listBonus, i);
	  switch (this->_dir)
	    {
	    case Player::DOWN:
	      this->rotate(glm::vec3(0, -1, 0), 180);
	      break;
	    case Player::LEFT:
	      this->rotate(glm::vec3(0, -1, 0), 90);
	      break;
	    case Player::RIGHT:
	      this->rotate(glm::vec3(0, -1, 0), 270);
	      break;
	    }
	  this->_dir = Player::UP;    
	  this->translate(glm::vec3(0, 1, 0) * static_cast<float>(c.getElapsed()) * this->speed);
	}
      if (i.getKey(SDLK_RIGHT))
	{
	  double	x = round(this->_position.x + 0.5);
	  double	y = round(this->_position.y);

	  for (double i = 0; i < list.size(); ++i)
	    {
	      if (x == round(list[i]->getPos().x) && y == round(list[i]->getPos().y) && this->_position.z == list[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < wall.size(); ++i)
	    {
	      if (x == round(wall[i]->getPos().x) && y == round(wall[i]->getPos().y) && this->_position.z == wall[i]->getPos().z)
		return (true);
	    }    
	  for (double i = 0; i < listBonus.size(); i++)
	    if (x == round(listBonus[i]->getPos().x) && y == round(listBonus[i]->getPos().y))
	      this->pickUpBonus(listBonus, i);
	  switch (this->_dir)
	    {
	    case Player::UP:
	      this->rotate(glm::vec3(0, -1, 0), 90);
	      break;
	    case Player::LEFT:
	      this->rotate(glm::vec3(0, -1, 0), 180);
	      break;
	    case Player::DOWN:
	      this->rotate(glm::vec3(0, -1, 0), 270);
	      break;
	    }
	  this->_dir = Player::RIGHT;    
	  this->translate(glm::vec3(1, 0, 0) * static_cast<float>(c.getElapsed()) * this->speed);
	}
      if (i.getKey(SDLK_LEFT))
	{
	  double	x = round(this->_position.x - 0.5);
	  double	y = round(this->_position.y);

	  for (double i = 0; i < list.size(); ++i)
	    {
	      if (x == round(list[i]->getPos().x) && y == round(list[i]->getPos().y) && this->_position.z == list[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < wall.size(); ++i)
	    {
	      if (x == round(wall[i]->getPos().x) && y == round(wall[i]->getPos().y) && this->_position.z == wall[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < listBonus.size(); i++)
	    if (x == round(listBonus[i]->getPos().x) && y == round(listBonus[i]->getPos().y))
	      this->pickUpBonus(listBonus, i);
	  switch (this->_dir)
	    {
	    case Player::RIGHT:
	      this->rotate(glm::vec3(0, -1, 0), 180);
	      break;
	    case Player::UP:
	      this->rotate(glm::vec3(0, -1, 0), 270);
	      break;
	    case Player::DOWN:
	      this->rotate(glm::vec3(0, -1, 0), 90);
	      break;
	    }
	  this->_dir = Player::LEFT;
	  this->translate(glm::vec3(-1, 0, 0) * static_cast<float>(c.getElapsed()) * this->speed);
	}
    }  
  if (this->_number == 1)
    {
      if (i.getKey(SDLK_s))
	{
	  double	x = round(this->_position.x);
	  double	y = round(this->_position.y - 0.5);

	  for (double i = 0; i < list.size(); ++i)
	    {
	      if (x == round(list[i]->getPos().x) && y == round(list[i]->getPos().y) && this->_position.z == list[i]->getPos().z)
		return (true);
	    }

	  for (double i = 0; i < wall.size(); ++i)
	    {
	      if (x == round(wall[i]->getPos().x) && y == round(wall[i]->getPos().y) && this->_position.z == wall[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < listBonus.size(); i++)
	    if (x == round(listBonus[i]->getPos().x) && y == round(listBonus[i]->getPos().y))
	      this->pickUpBonus(listBonus, i);
	  switch (this->_dir)
	    {
	    case Player::UP:
	      this->rotate(glm::vec3(0, -1, 0), 180);
	      break;
	    case Player::LEFT:
	      this->rotate(glm::vec3(0, -1, 0), 270);
	      break;
	    case Player::RIGHT:
	      this->rotate(glm::vec3(0, -1, 0), 90);
	      break;
	    }
	  this->_dir = Player::DOWN;      
	  this->translate(glm::vec3(0, -1, 0) * static_cast<float>(c.getElapsed()) * this->speed);
	}
      if (i.getKey(SDLK_z))
	{
	  double	x = round(this->_position.x);
	  double	y = round(this->_position.y + 0.5);

	  for (double i = 0; i < list.size(); ++i)
	    {
	      if (x == round(list[i]->getPos().x) && y == round(list[i]->getPos().y) && this->_position.z == list[i]->getPos().z)
		return (true);
	    }        
	  for (double i = 0; i < wall.size(); ++i)
	    {
	      if (x == round(wall[i]->getPos().x) && y == round(wall[i]->getPos().y) && this->_position.z == wall[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < listBonus.size(); i++)
	    if (x == round(listBonus[i]->getPos().x) && y == round(listBonus[i]->getPos().y))
	      this->pickUpBonus(listBonus, i);
	  switch (this->_dir)
	    {
	    case Player::DOWN:
	      this->rotate(glm::vec3(0, -1, 0), 180);
	      break;
	    case Player::LEFT:
	      this->rotate(glm::vec3(0, -1, 0), 90);
	      break;
	    case Player::RIGHT:
	      this->rotate(glm::vec3(0, -1, 0), 270);
	      break;
	    }
	  this->_dir = Player::UP;    
	  this->translate(glm::vec3(0, 1, 0) * static_cast<float>(c.getElapsed()) * this->speed);
	}
      if (i.getKey(SDLK_d))
	{
	  double	x = round(this->_position.x + 0.5);
	  double	y = round(this->_position.y);

	  for (double i = 0; i < list.size(); ++i)
	    {
	      if (x == round(list[i]->getPos().x) && y == round(list[i]->getPos().y) && this->_position.z == list[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < wall.size(); ++i)
	    {
	      if (x == round(wall[i]->getPos().x) && y == round(wall[i]->getPos().y) && this->_position.z == wall[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < listBonus.size(); i++)
	    if (x == round(listBonus[i]->getPos().x) && y == round(listBonus[i]->getPos().y))
	      this->pickUpBonus(listBonus, i);
	  switch (this->_dir)
	    {
	    case Player::UP:
	      this->rotate(glm::vec3(0, -1, 0), 90);
	      break;
	    case Player::LEFT:
	      this->rotate(glm::vec3(0, -1, 0), 180);
	      break;
	    case Player::DOWN:
	      this->rotate(glm::vec3(0, -1, 0), 270);
	      break;
	    }
	  this->_dir = Player::RIGHT;    
	  this->translate(glm::vec3(1, 0, 0) * static_cast<float>(c.getElapsed()) * this->speed);
	}
      if (i.getKey(SDLK_q))
	{
	  double	x = round(this->_position.x - 0.5);
	  double	y = round(this->_position.y);

	  for (double i = 0; i < list.size(); ++i)
	    {
	      if (x == round(list[i]->getPos().x) && y == round(list[i]->getPos().y) && this->_position.z == list[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < wall.size(); ++i)
	    {
	      if (x == round(wall[i]->getPos().x) && y == round(wall[i]->getPos().y) && this->_position.z == wall[i]->getPos().z)
		return (true);
	    }
	  for (double i = 0; i < listBonus.size(); i++)
	    if (x == round(listBonus[i]->getPos().x) && y == round(listBonus[i]->getPos().y))
	      this->pickUpBonus(listBonus, i);
	  switch (this->_dir)
	    {
	    case Player::RIGHT:
	      this->rotate(glm::vec3(0, -1, 0), 180);
	      break;
	    case Player::UP:
	      this->rotate(glm::vec3(0, -1, 0), 270);
	      break;
	    case Player::DOWN:
	      this->rotate(glm::vec3(0, -1, 0), 90);
	      break;
	    }
	  this->_dir = Player::LEFT;
	  this->translate(glm::vec3(-1, 0, 0) * static_cast<float>(c.getElapsed()) * this->speed);
	}
    }
  transformation = glm::lookAt(glm::vec3(this->_position.x, this->_position.y - 3, 5), glm::vec3(this->_position.x, this->_position.y, this->_position.z), glm::vec3(0, 1, 0));
  s.setUniform("view", transformation);
  return (true);
}
Example #14
0
bool OptionMenu::update(gdl::Clock const& clock, gdl::Input& input)
{
  glm::vec3 tmp;

  if (input.getKey(SDLK_RIGHT))
    {
      if (_cursorPos == 0)
	{
	  if (_son.getVolumeFx() <= 126 && _son.isMute() == false)
	    {
	      OptionMenu::soundfxhandler(1);
	      tmp = _cursorFx->getPosition();
	      tmp.x = tmp.x + getXPercent(1);
	      _cursorFx->setPosX(tmp);
	    }
	}
      else if (_cursorPos == 1)
	{
	  if (_son.getVolumeMusic() <= 126 && _son.isMute() == false)
	    {
	      OptionMenu::soundmusichandler(1);
	      tmp = _cursorMusic->getPosition();
	      tmp.x = tmp.x + getXPercent(1);
	      _cursorMusic->setPosX(tmp);
	    }
	}
    }

  if (input.getKey(SDLK_LEFT))
    {
      if (_cursorPos == 0)
	{
	  if (_son.getVolumeFx() >= 2 && _son.isMute() == false)
	    {
	      OptionMenu::soundfxhandler(-1);
	      tmp = _cursorFx->getPosition();
	      tmp.x = tmp.x - getXPercent(1);
	      _cursorFx->setPosX(tmp);
	    }
	}
      else if (_cursorPos == 1)
	{
	  if (_son.getVolumeMusic() >= 2 && _son.isMute() == false)
	    {
	      OptionMenu::soundmusichandler(-1);
	      tmp = _cursorMusic->getPosition();
	      tmp.x = tmp.x - getXPercent(1);
	      _cursorMusic->setPosX(tmp);
	    }
	}
    }

  if (input.getKey(SDLK_UP) && !_btnUp)
    {
      _son.playFx("button");
      _cursorPos--;
      _btnUp = true;
      if (_cursorPos < 0)
	_cursorPos = 3;
    }
  if (!input.getKey(SDLK_UP) && _btnUp)
    _btnUp = false;

  if (input.getKey(SDLK_DOWN) && !_btnDown)
    {
      _son.playFx("button");
      _btnDown = true;
      _cursorPos++;
      if (_cursorPos == 4)
	_cursorPos = 0;
    }
  if (!input.getKey(SDLK_DOWN) && _btnDown)
    _btnDown = false;

  if (input.getKey(SDLK_SPACE) && !_btnSpace)
    {
      std::map<AWidget* , ButtonHandler>::iterator it;

      _son.playFx("button");
      _btnSpace = true;
      it = _mapButton.begin();
      while (it != _mapButton.end())
	{
	  if (it->first->getCur() == _cursorPos)
	    (this->*(it->second))(SDLK_SPACE);
	  it++;
	}
    }
  if (!input.getKey(SDLK_SPACE) && _btnSpace)
    _btnSpace = false;
  return true;
}