void TitleScreenGatherInput(bool* Continue) { SDL_Event ev; while (SDL_PollEvent(&ev)) { if (IsExitGameEvent(&ev)) { *Continue = false; TitleScreenEnd(); return; } InputOnEvent(&ev); for (int i = 0; i < MAX_PLAYERS; i++) { players[i].AccelX = GetMovement(i); } #ifdef __GCW0__ // Enable/disable G-Sensor based on up/down if (ev.type == SDL_KEYUP && (ev.key.keysym.sym == SDLK_UP || ev.key.keysym.sym == SDLK_DOWN)) { InputSwitchJoystick(ev.key.keysym.sym == SDLK_UP ? -1 : 1); SoundPlay(SoundScore, 1.0); } #endif } }
void TitleScreenGatherInput(bool* Continue) { SDL_Event ev; while (SDL_PollEvent(&ev)) { if (IsEnterGamePressingEvent(&ev)) WaitingForRelease = true; else if (IsEnterGameReleasingEvent(&ev)) { WaitingForRelease = false; ToGame(); if (WelcomeMessage != NULL) { free(WelcomeMessage); WelcomeMessage = NULL; } return; } else if (IsExitGameEvent(&ev)) { *Continue = false; if (WelcomeMessage != NULL) { free(WelcomeMessage); WelcomeMessage = NULL; } return; } } }
void GameGatherInput(bool* Continue) { #ifndef DREAMCAST SDL_Event ev; while (SDL_PollEvent(&ev)) { InputOnEvent(&ev); if (IsPauseEvent(&ev)) Pause = !Pause; else if (IsExitGameEvent(&ev)) { *Continue = false; return; } } #endif for (int i = 0; i < MAX_PLAYERS; i++) { if (!players[i].Alive) continue; players[i].AccelX = GetMovement(i); } }