void CRaceSelect::Keyb(unsigned int key, bool special, bool release, int x, int y) { if (release) return; KeyGUI(key, 0, release); switch (key) { case SDLK_ESCAPE: State::manager.RequestEnterState (GameTypeSelect); break; case SDLK_u: param.ui_snow = !param.ui_snow; break; case SDLK_t: g_game.force_treemap = !g_game.force_treemap; break; case SDLK_c: g_game.treesize++; if (g_game.treesize > 5) g_game.treesize = 1; break; case SDLK_v: g_game.treevar++; if (g_game.treevar > 5) g_game.treevar = 1; break; case SDLK_RETURN: if (textbuttons[1]->focussed()) State::manager.RequestEnterState (GameTypeSelect); else SetRaceConditions (); break; } }
void CGameConfig::Keyb (unsigned int key, bool special, bool release, int x, int y) { if (release) return; if (key != SDLK_UP && key != SDLK_DOWN) KeyGUI(key, 0, release); switch (key) { case SDLK_q: State::manager.RequestQuit(); break; case SDLK_ESCAPE: State::manager.RequestEnterState (*State::manager.PreviousState()); break; case SDLK_RETURN: if (textbuttons[0]->focussed()) State::manager.RequestEnterState (*State::manager.PreviousState()); else if (textbuttons[1]->focussed()) SetConfig (); break; case SDLK_UP: DecreaseFocus(); break; case SDLK_DOWN: IncreaseFocus(); break; } }
void CScore::Keyb (unsigned int key, bool special, bool release, int x, int y) { KeyGUI(key, 0, release); if (release) return; switch (key) { case SDLK_ESCAPE: State::manager.RequestEnterState (GameTypeSelect); break; case SDLK_q: State::manager.RequestQuit(); break; case SDLK_s: Score.SaveHighScore (); break; case SDLK_l: Score.LoadHighScore (); break; case SDLK_RETURN: State::manager.RequestEnterState (GameTypeSelect); break; } }
void CRegist::Keyb (unsigned int key, bool special, bool release, int x, int y) { TWidget* focussed = KeyGUI(key, 0, release); if (release) return; switch (key) { case SDLK_ESCAPE: State::manager.RequestQuit(); break; case SDLK_RETURN: if (focussed == textbuttons[1]) { g_game.player_id = player->GetValue(); State::manager.RequestEnterState (NewPlayer); } else QuitRegistration (); break; } }
void CNewPlayer::Keyb(sf::Keyboard::Key key, bool release, int x, int y) { if (release) return; KeyGUI(key, release); switch (key) { case sf::Keyboard::Escape: State::manager.RequestEnterState(Regist); break; case sf::Keyboard::Return: if (textbuttons[0]->focussed()) State::manager.RequestEnterState(Regist); else QuitAndAddPlayer(); break; default: break; } }
void CNewPlayer::Keyb_spec (SDL_keysym sym, bool release) { if (release) return; KeyGUI(sym.sym, sym.mod, release); switch (sym.sym) { case SDLK_ESCAPE: State::manager.RequestEnterState (Regist); break; case SDLK_RETURN: if (textbuttons[0]->focussed()) State::manager.RequestEnterState (Regist); else QuitAndAddPlayer (); break; default: break; } }
void CEventSelect::Keyb (unsigned int key, bool special, bool release, int x, int y) { if (release) return; switch (key) { case SDLK_ESCAPE: State::manager.RequestEnterState (GameTypeSelect); break; case SDLK_q: State::manager.RequestQuit(); break; case SDLK_RETURN: if (textbuttons[1]->focussed()) State::manager.RequestEnterState (GameTypeSelect); else if (Events.IsUnlocked (event->GetValue(), cup->GetValue())) EnterEvent(); break; case SDLK_u: param.ui_snow = !param.ui_snow; break; default: KeyGUI(key, 0, release); } }
void CEventSelect::Keyb(sf::Keyboard::Key key, bool release, int x, int y) { if (release) return; switch (key) { case sf::Keyboard::Escape: State::manager.RequestEnterState(GameTypeSelect); break; case sf::Keyboard::Q: State::manager.RequestQuit(); break; case sf::Keyboard::Return: if (textbuttons[1]->focussed()) State::manager.RequestEnterState(GameTypeSelect); else if (Events.IsUnlocked(event->GetValue(), cup->GetValue())) EnterEvent(); break; case sf::Keyboard::U: param.ui_snow = !param.ui_snow; break; default: KeyGUI(key, release); } }