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- Add EventManager and EventManager.cpp/hpp from sfml project - Refactor Drawer::onKeyPress into separate EventManager callbacks - Register movement callbacks (arrow keys and WASD) with EventManager - Update Drawer to use EventManager for event handling - Add keys.cfg for key bindings configuration - Update t_event types to match EventManager EventType enum - Comment out SFML-specific continuous polling code - Add EventManager.cpp to Makefile
…handling - Replace legacy event types (KEY, MOUSE, EXIT) with EventManager types - Create Vec2i struct to replace sf::Vector2i for graphics-agnostic vectors - Refactor Drawer to use EventManager callbacks instead of direct event handling - Register movement, zoom, and mouse callbacks with state-aware EventManager - Fix key code mappings in graphics libraries to match keys.cfg bindings - Add zoom key bindings (Key_M/Key_N) to keys.cfg - Remove SFML dependencies from EventManager for graphics library independence - Update EventManager to handle t_event instead of sf::Event
…Manager system and CLOSED event type
- Add BaseState base class for all game states - Add StateManager to handle state transitions and lifecycle - Add initial game state implementations (Intro, MainMenu, Game, Paused, GameOver, Mushroom) - Add assets.cfg for asset configuration - Update Drawer.hpp to support state management Initial implementation - work in progress
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From SFML Game Development by Example Cap. V --> https://www.openvisionnetworks.com/dist/SFML%20Game%20Development%20By%20Example.pdf