; In this file, we handle alle the events Procedure HandleEventMenu() If KeyboardReleased(#PB_Key_Up) Menu_GotoCurrent() *ActiveMenu\Entries()\Selected = #False If ListIndex(*ActiveMenu\Entries()) = 0 LastElement(*ActiveMenu\Entries()) Else PreviousElement(*ActiveMenu\Entries()) EndIf *ActiveMenu\Entries()\Selected = #True EndIf If KeyboardReleased(#PB_Key_Down) Menu_GotoCurrent() *ActiveMenu\Entries()\Selected = #False If ListIndex(*ActiveMenu\Entries()) = (ListSize(*ActiveMenu\Entries())-1) FirstElement(*ActiveMenu\Entries()) Else NextElement(*ActiveMenu\Entries()) EndIf *ActiveMenu\Entries()\Selected = #True EndIf ; We go to the target game state If KeyboardReleased(#PB_Key_Return) Menu_GotoCurrent() CurrentState = *ActiveMenu\Entries()\TargetState *ActiveMenu.GameMenu = Menus(CurrentState) EndIf EndProcedure Procedure HandleEventRunningGame() If KeyboardReleased(#PB_Key_F10) CurrentState = "MAIN_MENU" *ActiveMenu.GameMenu = Menus(CurrentState) EndIf EndProcedure