/*-------------------------------------------------------------------------------- Function : InventoryScreen::eventLoop Description : Event loop for the inventory screen. Inputs : None Outputs : Results of the player's actions in the inventory. Return : bool (whether the action costs a turn) --------------------------------------------------------------------------------*/ bool InventoryScreen::eventLoop() { EventHandler eventHandler; EventType event; do { update(); event = eventHandler.getPlayerInput(); interpretEvent(event); } while(keepRunning); return false; }
/*-------------------------------------------------------------------------------- Function : MenuScreen::eventLoop Description : Governs the actions that the player can perform while viewing this menu screen. In this base class, this is just a boiler plate 'hello world' function, just to make sure that menu screens work correctly. Inputs : None Outputs : Actions of the menu screen Return : bool (whether the action performed in the menu screen consumes a turn) --------------------------------------------------------------------------------*/ bool MenuScreen::eventLoop() { EventHandler eventHandler; do { screen.clear(); display->refresh(); refresh(); // now draw the screen on the playfield display->playfield()->blit(&screen, 0, 0, screen.getWidth(), screen.getHeight(), display->playfield().get(), 0, 0, 1.0f, 0.7f); display->draw(); TCODConsole::flush(); } while(eventHandler.getPlayerInput() != CANCEL); return false; }