bool QuickTimeState::Input() { SGD::InputManager* pInput = SGD::InputManager::GetInstance(); if( pInput->IsKeyPressed( SGD::Key::Escape ) ) { Game::GetInstance()->RemoveState(); } if( SGD::InputManager::GetInstance()->IsControllerConnected( 0 ) || SGD::InputManager::GetInstance()->IsControllerConnected( 1 ) ) { if( currentQT != nullptr ) { if( pInput->IsButtonPressed( 0 , 0 ) ) { currentQT->m_kLastKeyPressed = SGD::Key::Zero; } else if( pInput->IsButtonPressed( 0 , 1 ) ) { currentQT->m_kLastKeyPressed = SGD::Key::One; } else if( pInput->IsButtonPressed( 0 , 2 ) ) { currentQT->m_kLastKeyPressed = SGD::Key::Two; } else if( pInput->IsButtonPressed( 0 , 3 ) ) { currentQT->m_kLastKeyPressed = SGD::Key::Three; } else if( pInput->IsButtonPressed( 0 , 4 ) ) { currentQT->m_kLastKeyPressed = SGD::Key::Four; } else if( pInput->IsButtonPressed( 0 , 5 ) ) { currentQT->m_kLastKeyPressed = SGD::Key::Five; } else { currentQT->m_kLastKeyPressed = SGD::Key::None; } } } else { if( currentQT != nullptr ) { currentQT->m_kLastKeyPressed = pInput->GetAnyKeyPressed(); } } return true; }
bool AnimationTestState::Input() { SGD::InputManager* pInput = SGD::InputManager::GetInstance(); if( pInput->IsKeyPressed(SGD::Key::Enter )) { RunQuickTime(); } if (pInput->IsKeyPressed(SGD::Key::Escape)) { Game::GetInstance()->RemoveState(); } if( currentQT != nullptr ) { currentQT->m_kLastKeyPressed = pInput->GetAnyKeyPressed(); } return true; }