} break;
}
} break;
+ case SDL_KEYDOWN: {
+ switch (event->key.keysym.sym) {
+ case SDLK_ESCAPE: {
+ if (game->state == GAME_STATE_LEVEL) {
+ game_switch_state(game, GAME_STATE_LEVEL_PICKER);
+ }
+ } break;
+ }
+ } break;
}
}
// State event handling
switch (game->state) {
- case GAME_STATE_LEVEL: {
- if (event->key.keysym.sym == SDLK_ESCAPE) {
- game_switch_state(game, GAME_STATE_LEVEL_PICKER);
- return 0;
- }
+ case GAME_STATE_LEVEL:
return game_event_running(game, event);
- }
case GAME_STATE_LEVEL_PICKER:
return game_event_level_picker(game, event);