Exemple #1
0
func HandleKeyboardEvent(_event *sdl.KeyboardEvent) {
	switch _event.Evtype {
	case sdl.SDL_KEYDOWN:
		if g_game.keydownFun != nil {
			g_game.keydownFun(int(_event.Keysym().Scancode))
		}

		if g_game.guiManager != nil {
			g_game.guiManager.KeyDown(int(_event.Keysym().Scancode))
		}

	case sdl.SDL_KEYUP:
		if g_game.keyupFun != nil {
			g_game.keyupFun(int(_event.Keysym().Scancode))
		}

		if g_game.guiManager != nil {
			g_game.guiManager.KeyUp(int(_event.Keysym().Scancode))
		}

	case sdl.SDL_TEXTINPUT:
		keysym := uint8(_event.State)
		if keysym != 0 && keysym > 31 {
			if g_game.textinputFun != nil {
				g_game.textinputFun(keysym)
			}
		}

		if g_game.guiManager != nil {
			g_game.guiManager.TextInput(keysym)
		}
	}
}
Exemple #2
0
func HandleKeyboardEvent(_event *sdl.KeyboardEvent) {
	switch _event.Evtype {
	case sdl.SDL_KEYDOWN:
		g_gui.KeyDown(0, int(_event.Keysym().Sym))
		g_game.KeyDown(0, int(_event.Keysym().Scancode))

	case sdl.SDL_TEXTINPUT:
		g_gui.KeyDown(int(_event.State), int(_event.Keysym().Scancode))
		g_game.KeyDown(int(_event.State), int(_event.Keysym().Scancode))
	}
}