void MouseEvent::processEvent(InputListener* aListener) { if (aListener != NULL) { switch (m_InputType) { case MouseMovementInput: aListener->mouseMovementEvent(m_DeltaX, m_DeltaY, m_PositionX, m_PositionY); break; case MouseLeftClickDownInput: aListener->mouseLeftClickDownEvent(m_PositionX, m_PositionY); break; case MouseLeftClickUpInput: aListener->mouseLeftClickUpEvent(m_PositionX, m_PositionY); break; case MouseRightClickDownInput: aListener->mouseRightClickDownEvent(m_PositionX, m_PositionY); break; case MouseRightClickUpInput: aListener->mouseRightClickUpEvent(m_PositionX, m_PositionY); break; default: break; } ProcessTouch(aListener); } }
void CzApp::ProcessEvents(CzScene *scene) { // Process touches for (int t = 0; t < CZ_MAX_TOUCHES; t++) LastTappedActor[t] = NULL; for (int t = 0; t < MaxTouches; t++) ProcessTouch(t); if (scene != NULL && scene->isActive() && scene->isVisible()) { // Update keys if (CZ_INPUT->isBackPressed()) scene->NotifyKeyBack(); if (CZ_INPUT->isMenuPressed()) scene->NotifyKeyMenu(); } }