void GameUpdate() { // Update the game mouse m_gameMouse.Update(); // Cache the number of mice BtU32 numMice = m_gameMouse.GetNumMice(); for( BtU32 device=0; device<numMice; device++ ) { // Cache the position of the mouse pointer MtVector2 v2Position = m_gameMouse.GetPosition( device ); BtFloat x = v2Position.x; BtFloat y = v2Position.y; BtU32 mouseIndex = device * 2; if( m_gameMouse.Pressed( 0, device ) == BtTrue ) { ShTouch::BeginTouch( mouseIndex, MtVector2( x, y ) ); } if( m_gameMouse.IsAlive( device ) == BtTrue ) { ShTouch::SetAlive( mouseIndex ); } ShTouch::MoveTouch( mouseIndex, MtVector2( x, y ) ); if( m_gameMouse.Released( 0, device ) == BtTrue ) { ShTouch::EndTouch( mouseIndex, MtVector2( x, y ) ); } BtU32 button2 = mouseIndex + 1; if( m_gameMouse.Pressed( 1, device ) == BtTrue ) { ShTouch::BeginTouch( button2, MtVector2( x, y ) ); } ShTouch::MoveTouch( button2, MtVector2( x, y ) ); if( m_gameMouse.Released( 1, device ) == BtTrue ) { ShTouch::EndTouch( button2, MtVector2( x, y ) ); } } ShTouch::Update(); if( UiKeyboard::pInstance()->IsPressed( UiKeyCode_F4 ) ) { windowCloseListener(); project->SetClosing(); } // Update if( project->IsClosed() == BtFalse ) { project->Update(); } }