void DreamsEngine::ponder(const float deltaT) { if(!mResourcesLoaded) return; std::vector<SDL_Event> evVec; gInput.readSDLEventVec(evVec); for(SDL_Event event : evVec) { BE_ST_PollEvents(event); } // Change that gGameState stuff to have more depth in the code if(gGameState == INTRO_TEXT) // Where the shareware test is shown { mpScene->ponder(deltaT); } else { if(!mpPlayLoopThread) { GameLoop(); } } }
void DreamsEngine::ponder(const float deltaT) { if(!mResourcesLoaded) return; std::vector<SDL_Event> evVec; gInput.readSDLEventVec(evVec); for(SDL_Event event : evVec) { BE_ST_PollEvents(event); } if(mpScene) { mpScene->ponder(deltaT); } }
void DreamsEngine::ponder(const float deltaT) { if(!mResourcesLoaded) return; std::vector<SDL_Event> evVec; gInput.readSDLEventVec(evVec); for(SDL_Event event : evVec) { BE_ST_PollEvents(event); } // Change that mGameState stuff to have more depth in the code if(mGameState == INTRO_TEXT) // Where the shareware test is shown { // If we press any switch to the next section -> where Dreams is really loaded into CGA/EGA mode and show the intro screen gInput.flushAll(); mGameState = INTRO_SCREEN; GameLoop(); } }