void Menu::OnInputKeyboardPress(const EventInputKeyboard *ev) { if (bWaitingFinish) return; Key k = ev->GetKey(); switch (k.GetValue()) { case Seed::KeyUp: { iSelected--; if (iSelected < (s32)OptionsStart) iSelected = (s32)OptionsEnd; sfxChange.Play(); this->UpdateAnimation(); } break; case Seed::KeyDown: { iSelected++; if (iSelected > (s32)OptionsEnd) iSelected = (s32)OptionsStart; sfxChange.Play(); this->UpdateAnimation(); } break; case Seed::KeyReturn: { sfxOk.Play(); bWaitingFinish = TRUE; } break; default: break; } }
void Intro::OnInputKeyboardPress(const EventInputKeyboard *ev) { if (bWaitingFinish) return; Key k = ev->GetKey(); switch (k.GetValue()) { case Seed::KeyReturn: { sfxOk.Play(); bWaitingFinish = TRUE; } break; default: break; } }
void App::OnInputKeyboardRelease(const EventInputKeyboard *ev) { Key k = ev->GetKey(); switch (k.GetValue()) { case Seed::KeyEscape: { /* if (eState != THANKS) { this->OnLeaveState(); eState = THANKS; this->OnEnterState(); }*/ this->Quit(); } break; default: break; } }