fn handle_events<W: GameWindow>(
        &mut self,
        game_window: &mut W,
        asset_store: &mut AssetStore
    ) {
        loop {
            match game_window.poll_event() {
                event::KeyPressed(keycode) => {
                    self.key_press(keycode, asset_store)
                },
                event::KeyReleased(keycode) => {
                    self.key_release(keycode, asset_store)
                },
                event::MouseButtonPressed(mouse_button) => {
                    self.mouse_press(mouse_button, asset_store)
                },
                event::MouseButtonReleased(mouse_button) => {
                    self.mouse_release(mouse_button, asset_store)
                },
                event::MouseMoved(x, y, relative_move) => {
                    self.mouse_move(x, y, asset_store);
                    match relative_move {
                        Some((dx, dy)) => 
                            self.mouse_relative_move(dx, dy, asset_store),
                        None => {},
                    }
                },
                event::NoEvent => {
                    break
                },
            }
        }
    }
/// Handles events using current game window settings.
///
/// This can be overriden to do custom event handling.
Handles events using current game window settings.
This can be overriden to do custom event handling.
Handles events using current game window settings . This can be overriden to do custom event handling .
fn handle_events<W: GameWindow>(
        &mut self,
        game_window: &mut W,
        asset_store: &mut AssetStore
    ) {
        loop {
            match game_window.poll_event() {
                event::KeyPressed(keycode) => {
                    self.key_press(keycode, asset_store)
                },
                event::KeyReleased(keycode) => {
                    self.key_release(keycode, asset_store)
                },
                event::MouseButtonPressed(mouse_button) => {
                    self.mouse_press(mouse_button, asset_store)
                },
                event::MouseButtonReleased(mouse_button) => {
                    self.mouse_release(mouse_button, asset_store)
                },
                event::MouseMoved(x, y, relative_move) => {
                    self.mouse_move(x, y, asset_store);
                    match relative_move {
                        Some((dx, dy)) => 
                            self.mouse_relative_move(dx, dy, asset_store),
                        None => {},
                    }
                },
                event::NoEvent => {
                    break
                },
            }
        }
    }
fn handle_events < W : GameWindow > ( & mut self , game_window : & mut W , asset_store : & mut AssetStore ) { loop { match game_window . poll_event ( ) { event :: KeyPressed ( keycode ) => { self . key_press ( keycode , asset_store ) } , event :: KeyReleased ( keycode ) => { self . key_release ( keycode , asset_store ) } , event :: MouseButtonPressed ( mouse_button ) => { self . mouse_press ( mouse_button , asset_store ) } , event :: MouseButtonReleased ( mouse_button ) => { self . mouse_release ( mouse_button , asset_store ) } , event :: MouseMoved ( x , y , relative_move ) => { self . mouse_move ( x , y , asset_store ) ; match relative_move { Some ( ( dx , dy ) ) => self . mouse_relative_move ( dx , dy , asset_store ) , None => { } , } } , event :: NoEvent => { break } , } } }
Handles events using current game window settings.
Handles events using current game window settings .
&mut self
game_window
&mut W
asset_store
&mut AssetStore
&mut self
game_window
&mut W
asset_store
&mut AssetStore