let event_pump = context.event_pump()?;
let sprites = SpriteManager::new(canvas.texture_creator());
let screen = canvas.output_size().unwrap();
- let ctrl = context.game_controller()?;
- ctrl.set_event_state(true);
Ok(App {
canvas,
event_pump,
sprites,
state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
- ctrl_man: ControllerManager::new(ctrl, context.haptic()?),
+ ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?),
})
}
let duration =
last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
last_time = PreciseTime::now();
+ self.ctrl_man.update(duration);
self.state.update(duration);
self.render();