AbstractSurface::Status GameSurface::Update(const SDL_Event& event) { auto status = Status::CONTINUE; if (m_gameOver) { if (event.type == SDL_MOUSEBUTTONDOWN) { Destroy(); Create(); status = Status::CONTINUE; } else status = Status::EXIT; } else if (m_animation == Animation::NO_ANIMATION) switch (event.type) { case SDL_MOUSEMOTION: OnMouseMoveEvent(event); break; case SDL_MOUSEBUTTONDOWN: OnMouseClickEvent(event); break; case SDL_MOUSEBUTTONUP: OnMouseReleaseEvent(event); break; } return status; }
//鼠标信息 void CDlgCustomFace::OnMouseMove(UINT nFlags, CPoint point) { CDialog::OnMouseMove(nFlags, point); OnMouseMoveEvent(point); }
//鼠标消息 void CSkinFrameWnd::OnMouseMove(UINT nFlags, CPoint point) { __super::OnMouseMove(nFlags,point); OnMouseMoveEvent(point); return; }