/** * \brief This function is called by the game when a low-level event occurs. * \param event An input event. */ void GameCommands::notify_input(const InputEvent& event) { // If no game command is being customized, we look for a binding // for this input event and we ignore the event if no binding is found. // If a command is being customized, we consider instead this event as // the new binding for this game command. if (event.is_keyboard_key_pressed()) { keyboard_key_pressed(event.get_keyboard_key()); } else if (event.is_keyboard_key_released()) { keyboard_key_released(event.get_keyboard_key()); } else if (event.is_joypad_button_pressed()) { joypad_button_pressed(event.get_joypad_button()); } else if (event.is_joypad_button_released()) { joypad_button_released(event.get_joypad_button()); } else if (event.is_joypad_axis_moved()) { joypad_axis_moved(event.get_joypad_axis(), event.get_joypad_axis_state()); } else if (event.is_joypad_hat_moved()) { joypad_hat_moved(event.get_joypad_hat(), event.get_joypad_hat_direction()); } }