- Timestamp:
- Jun 23, 2006, 3:17:15 PM (19 years ago)
- Location:
- trunk/src/lib
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/event/event_handler.cc
r8717 r8743 49 49 this->state = ES_GAME; 50 50 this->eventsGrabbed = false; 51 52 this->keyState = SDL_GetKeyState(NULL); 51 53 } 52 54 -
trunk/src/lib/event/event_handler.h
r8623 r8743 42 42 bool isSubscribed(elState state, int eventType); 43 43 44 /** @param key the key to check @returns true if key is pressed */ 45 bool isPressed(SDLKey key) const { return this->keyState[key]; }; 44 46 45 47 void withUNICODE(elState state, bool enableUNICODE); … … 76 78 bool bUNICODE[ES_NUMBER]; //!< If unicode should be enabled. 77 79 bool eventsGrabbed; //!< If the events should be grabbed 80 81 Uint8* keyState; 78 82 }; 79 83 -
trunk/src/lib/gui/gl/glgui_handler.cc
r8742 r8743 238 238 case SDLK_TAB: 239 239 if (event.bPressed) 240 this->selectNext(); 240 { 241 if (EventHandler::getInstance()->isPressed(SDLK_LSHIFT) || EventHandler::getInstance()->isPressed(SDLK_RSHIFT)) 242 this->selectPrevious(); 243 else 244 this->selectNext(); 245 } 241 246 break; 242 247 } … … 277 282 void GLGuiHandler::checkFocus() 278 283 { 279 // CHECK THE COLLISIONS.284 // CHECK THE COLLISIONS. 280 285 const std::list<BaseObject*>* objects = ClassList::getList(CL_GLGUI_WIDGET); 281 286
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