Exemple #1
0
void KeyState::Enter(Ndk::StateMachine& fsm)
{
	m_text.SetVisible(true);
	DrawMenu();

	Nz::EventHandler& eventHandler = m_context.window.GetEventHandler();
	m_keyPressedSlot.Connect(eventHandler.OnKeyPressed, [&] (const Nz::EventHandler*, const Nz::WindowEvent::KeyEvent& key)
	{
		ManageInput(KeyStatus::Pressed, key, fsm);
	});

	m_keyReleasedSlot.Connect(eventHandler.OnKeyReleased, [&] (const Nz::EventHandler*, const Nz::WindowEvent::KeyEvent& key)
	{
		ManageInput(KeyStatus::Released, key, fsm);
	});
}
Exemple #2
0
// Called each loop iteration
bool S_SceneAI::Update(float dt)
{
	ManageInput(dt);

	SDL_Rect rect1 = { 0, 0, 0, 0 };
	App->render->Blit(mapTexture, &rect1, true);

	if (renderMap)
		App->map->Draw();
	
	//Render current tile
	iPoint p = App->map->MapToWorld(currentTile_x, currentTile_y);
	SDL_Rect pos = { p.x, p.y, 8, 8 };
	SDL_Rect rect = { 0, 0, 64, 64 };
	App->render->Blit(debug_tex, &pos, true, &rect);

	return true;
}
bool UIInputText::Update(float dt)
{
	if (textChanged)
	{
		UpdateTextTexture();
		textChanged = false;
	}

	if (App->gui->GetFocus() == this)
	{
		//Deactivate default text
		if (defaultText)
		{
			if (defaultText->active = true)
			{
				defaultText->active = false;
				defaultOn = false;
			}
		}

		ManageInput();
		RenderCursor();
	}

	if (!defaultOn)
	{
		//Rendering input text
		int x, y;
		x = GetWorldRect().x + offsetX - App->render->camera.x - textDisplacement;
		y = GetWorldRect().y + offsetY - App->render->camera.y;
		if (text_texture)
			App->render->Blit(text_texture, x, y, &textRect);
	}

	return true;
}