DirectInput replaced with SDL's input routines. Keyboard works, but joystick and pump are untested.

This commit is contained in:
Chris Danford
2002-11-29 20:37:12 +00:00
parent 529057a85e
commit 4a588230e1
14 changed files with 504 additions and 837 deletions
+6 -6
View File
@@ -55,26 +55,26 @@ void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type
case DEVICE_KEYBOARD:
switch( DeviceI.button )
{
case DIK_LEFT:
case SDLK_LEFT:
obj.SetX(obj.GetX() - 10);
break;
case DIK_RIGHT:
case SDLK_RIGHT:
obj.SetX(obj.GetX() + 10);
break;
case DIK_UP:
case SDLK_UP:
obj.SetY(obj.GetY() - 10);
break;
case DIK_DOWN:
case SDLK_DOWN:
obj.SetY(obj.GetY() + 10);
break;
case DIK_T:
case SDLK_t:
{
SDL_Event *event;
event = (SDL_Event *) malloc(sizeof(event));
event->type = SDL_QUIT;
SDL_PushEvent(event);
}
case DIK_ESCAPE:
case SDLK_ESCAPE:
{
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}