/// Has the inventory GUI respond to the provided user input /// @param[in] input_controller - The controller on which to check user input. void InventoryGui::RespondToInput(const INPUT_CONTROL::KeyboardInputController& input_controller) { // CHECK WHICH TAB IS OPENED. switch (CurrentTab) { case TabType::BIBLE: { // CHECK WHICH BUTTON WAS PRESSED. if (input_controller.ButtonWasPressed(INPUT_CONTROL::KeyboardInputController::UP_KEY)) { // SELECT THE PREVIOUS BIBLE VERSE. BiblePage.BibleVerseListBox.SelectPreviousVerse(); } else if (input_controller.ButtonWasPressed(INPUT_CONTROL::KeyboardInputController::DOWN_KEY)) { // SELECT THE NEXT BIBLE VERSE. BiblePage.BibleVerseListBox.SelectNextVerse(); } else if (input_controller.ButtonWasPressed(INPUT_CONTROL::KeyboardInputController::RIGHT_KEY)) { // SWITCH TO THE ANIMALS TAB ON THE RIGHT. CurrentTab = TabType::ANIMALS; } break; } case TabType::ANIMALS: { // CHECK WHICH BUTTON WAS PRESSED. if (input_controller.ButtonWasPressed(INPUT_CONTROL::KeyboardInputController::LEFT_KEY)) { // SWITCH TO THE BIBLE TAB ON THE LEFT. CurrentTab = TabType::BIBLE; } else if (input_controller.ButtonWasPressed(INPUT_CONTROL::KeyboardInputController::RIGHT_KEY)) { // SWITCH TO THE FOOD TAB ON THE RIGHT. CurrentTab = TabType::FOOD; } break; } case TabType::FOOD: { // CHECK WHICH BUTTON WAS PRESSED. if (input_controller.ButtonWasPressed(INPUT_CONTROL::KeyboardInputController::LEFT_KEY)) { // SWITCH TO THE ANIMALS TAB ON THE LEFT. CurrentTab = TabType::ANIMALS; } break; } default: // Nothing to do. break; } }
/// Handles any user input for the title screen. /// @param[in] input_controller - The controller supplying user input to respond to. /// @return True if the user selected an option for starting the main gameplay; false otherwise. bool TitleScreen::RespondToInput(const INPUT_CONTROL::KeyboardInputController& input_controller) const { // CHECK IF THE MAIN 'START' BUTTON WAS PRESSED. bool start_button_pressed = input_controller.ButtonWasPressed(INPUT_CONTROL::KeyboardInputController::START_KEY); return start_button_pressed; }