#include "in_game.hpp" #include using namespace std; //------------------------- //Public access members //------------------------- InGame::InGame(ConfigUtility* cUtil, SurfaceManager* sMgr) { #ifdef DEBUG cout << "entering InGame" << endl; #endif configUtil = cUtil; surfaceMgr = sMgr; } InGame::~InGame() { #ifdef DEBUG cout << "leaving InGame" << endl; #endif } //------------------------- //Frame loop //------------------------- void InGame::FrameStart() { // } void InGame::FrameEnd() { // } void InGame::Update() { // } void InGame::Render(SDL_Surface* const screen) { // } //------------------------- //Event handlers //------------------------- void InGame::MouseMotion(SDL_MouseMotionEvent const& motion) { // } void InGame::MouseButtonDown(SDL_MouseButtonEvent const& button) { // } void InGame::MouseButtonUp(SDL_MouseButtonEvent const& button) { // } void InGame::KeyDown(SDL_KeyboardEvent const& key) { switch(key.keysym.sym) { case SDLK_ESCAPE: QuitEvent(); break; } } void InGame::KeyUp(SDL_KeyboardEvent const& key) { // }