moved event pumping onto the draw thread, should fix windows event problems
[physics.git] / src / input / inputManager.cpp
index 21934c4..94b645d 100644 (file)
@@ -18,6 +18,8 @@
 #include "inputManager.h"
 #include "../debug.h"
 
+#include <SDL/SDL.h>
+
 #include "../config/keys.h"
 
 
@@ -48,6 +50,8 @@ void input::clean()
 
 /// ***** Public Methods *****
 
+const Uint32 eventMask = -1; // ALL events
+
 void input::update()
 {
     SDL_Event event;
@@ -60,7 +64,7 @@ void input::update()
             keyState[i] = isP;
     }
 
-    while(SDL_PollEvent(&event))
+    while(0 < SDL_PeepEvents(&event, 1, SDL_GETEVENT, eventMask))
     {
         switch(event.type)
         {
@@ -73,6 +77,8 @@ void input::update()
         case SDL_QUIT:
             keyState[key::end] = wasR;
             break;
+        default:
+            break;
         }
     }
 }
@@ -98,20 +104,20 @@ bool input::mouseRight()
     return state & SDL_BUTTON(3);
 }
 
-bool input::isPressed(SDLKey key)
+bool input::isPressed(const SDLKey& key)
 {
     return keyState[key] == isP || keyState[key] == wasP;
 }
-bool input::isReleased(SDLKey key)
+bool input::isReleased(const SDLKey& key)
 {
     return keyState[key] == isR || keyState[key] == wasR;
 }
 
-bool input::wasPressed(SDLKey key)
+bool input::wasPressed(const SDLKey& key)
 {
     return keyState[key] == wasP;
 }
-bool input::wasReleased(SDLKey key)
+bool input::wasReleased(const SDLKey& key)
 {
     return keyState[key] == wasR;
 }