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#include "main.h"

int processEvents(SDL_Window *window,GameState *gameState)
{
  gameState->scrollx = -gameState->man.x;
  SDL_Event event;
  int done = 0;

  while(SDL_PollEvent(&event))
  {
    switch(event.type)
    {
      case SDL_WINDOWEVENT_CLOSE:
      {
        if(window)
        {
          SDL_DestroyWindow(window);
          window = NULL;
          done = 1;
        }
      }
      break;
      case SDL_KEYDOWN:
      {
        switch(event.key.keysym.sym)
        {
          case SDLK_ESCAPE:
            done = 1;
          break;
        }
      }
      break;
      case SDL_QUIT:
        //quit out of the game
        done = 1;
      break;
      case SDL_MOUSEBUTTONDOWN:
      gameState->man.x = event.button.x;
      gameState->man.y = event.button.y;
      break;
    }
  }

  const Uint8 *state = SDL_GetKeyboardState(NULL);
  if(state[SDL_SCANCODE_LEFT])
  {
    gameState->man.x -= 5;
    gameState->man.facing_left = 1;
    gameState->man.walking = 1;
  }
  if(state[SDL_SCANCODE_RIGHT])
  {
    gameState->man.x += 5;
    gameState->man.facing_left = 0;
    gameState->man.walking = 1;
    gameState->i++;
  }
  if(state[SDL_SCANCODE_SPACE])
  {
    if(gameState->salto == 1 && gameState->man.dy != 0)
    {

    }
    else if(gameState->salto == 0 && gameState->man.dy == 0)
    {
        gameState->man.dy = -15;
        gameState->salto = 1;
    }
  }
  return done;
}