wow, good test of Key and Click Callable classes. Cleanup, squash, and merge after I give it a lookover in daylight, though.

This commit is contained in:
John McCardle 2024-03-12 22:27:12 -04:00
commit 05d9f6a882
10 changed files with 109 additions and 13 deletions

View file

@ -157,8 +157,10 @@ void GameEngine::sUserInput()
std::string name = currentScene()->action(actionCode);
currentScene()->doAction(name, actionType);
}
else if (currentScene()->key_callable != NULL && currentScene()->key_callable != Py_None)
else if (currentScene()->key_callable)
{
currentScene()->key_callable->call(ActionCode::key_str(event.key.code), actionType);
/*
PyObject* args = Py_BuildValue("(ss)", ActionCode::key_str(event.key.code).c_str(), actionType.c_str());
PyObject* retval = PyObject_Call(currentScene()->key_callable, args, NULL);
if (!retval)
@ -170,6 +172,7 @@ void GameEngine::sUserInput()
{
std::cout << "key_callable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;
}
*/
}
else
{