Updated documentation

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1239 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-10-15 08:37:32 +00:00
parent 49ebb40c4d
commit 1f3d7b6d0c
52 changed files with 2077 additions and 2021 deletions

View file

@ -53,7 +53,7 @@ public :
/// Construct the music with a buffer size
///
/// \param bufferSize : Size of the internal buffer, expressed in number of samples
/// (ie. size taken by the music in memory) (44100 by default)
/// (ie. size taken by the music in memory)
///
////////////////////////////////////////////////////////////
Music(std::size_t bufferSize = 44100);

View file

@ -65,11 +65,11 @@ public :
////////////////////////////////////////////////////////////
/// Construct the sound from its parameters
///
/// \param buffer : Sound buffer to play (NULL by default)
/// \param loop : Loop flag (false by default)
/// \param pitch : Value of the pitch (1 by default)
/// \param volume : Volume (100 by default)
/// \param position : Position (0, 0, 0 by default)
/// \param buffer : Sound buffer to play
/// \param loop : Loop flag
/// \param pitch : Value of the pitch
/// \param volume : Volume
/// \param position : Position
///
////////////////////////////////////////////////////////////
Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0));

View file

@ -53,7 +53,7 @@ public :
/// \param red : Red component (0 .. 255)
/// \param green : Green component (0 .. 255)
/// \param blue : Blue component (0 .. 255)
/// \param alpha : Alpha (opacity) component (0 .. 255) (255 by default)
/// \param alpha : Alpha (opacity) component (0 .. 255)
///
////////////////////////////////////////////////////////////
Color(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha = 255);

View file

@ -63,10 +63,10 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param position : Position of the object ((0, 0) by default)
/// \param scale : Scale factor ((1, 1) by default)
/// \param rotation : Orientation, in degrees (0 by default)
/// \param color : Color of the object (white by default)
/// \param position : Position of the object
/// \param scale : Scale factor
/// \param rotation : Orientation, in degrees
/// \param color : Color of the object
///
////////////////////////////////////////////////////////////
Drawable(const Vector2f& position = Vector2f(0, 0), const Vector2f& scale = Vector2f(1, 1), float rotation = 0.f, const Color& color = Color(255, 255, 255));

View file

@ -65,7 +65,7 @@ public :
/// Load the font from a file
///
/// \param filename : Font file to load
/// \param charSize : Size of characters in bitmap - the bigger, the higher quality (30 by default)
/// \param charSize : Size of characters in bitmap - the bigger, the higher quality
/// \param charset : Characters set to generate (by default, contains the ISO-8859-1 printable characters)
///
/// \return True if loading was successful
@ -78,7 +78,7 @@ public :
///
/// \param data : Pointer to the data to load
/// \param sizeInBytes : Size of the data, in bytes
/// \param charSize : Size of characters in bitmap - the bigger, the higher quality (30 by default)
/// \param charSize : Size of characters in bitmap - the bigger, the higher quality
/// \param charset : Characters set to generate (by default, contains the ISO-8859-1 printable characters)
///
/// \return True if loading was successful

View file

@ -67,7 +67,7 @@ public :
///
/// \param width : Image width
/// \param height : Image height
/// \param color : Image color (black by default)
/// \param color : Image color
///
////////////////////////////////////////////////////////////
Image(unsigned int width, unsigned int height, const Color& color = Color(0, 0, 0));
@ -136,7 +136,7 @@ public :
///
/// \param width : Image width
/// \param height : Image height
/// \param color : Image color (black by default)
/// \param color : Image color
///
/// \return True if creation was successful
///
@ -147,7 +147,7 @@ public :
/// Create transparency mask from a specified colorkey
///
/// \param transparentColor : Color to become transparent
/// \param alpha : Alpha value to assign to transparent pixels (0 by default)
/// \param alpha : Alpha value to assign to transparent pixels
///
////////////////////////////////////////////////////////////
void CreateMaskFromColor(const Color& transparentColor, Uint8 alpha = 0);
@ -160,8 +160,8 @@ public :
/// \param source : Source image to copy
/// \param destX : X coordinate of the destination position
/// \param destY : Y coordinate of the destination position
/// \param sourceRect : Sub-rectangle of the source image to copy (empty by default - entire image)
/// \param applyAlpha : Should the copy take in account the source transparency? (false by default)
/// \param sourceRect : Sub-rectangle of the source image to copy
/// \param applyAlpha : Should the copy take in account the source transparency?
///
////////////////////////////////////////////////////////////
void Copy(const Image& source, unsigned int destX, unsigned int destY, const IntRect& sourceRect = IntRect(0, 0, 0, 0), bool applyAlpha = false);

View file

@ -76,7 +76,7 @@ public :
/// Activate of deactivate the render-image as the current target
/// for rendering
///
/// \param active : True to activate, false to deactivate (true by default)
/// \param active : True to activate, false to deactivate
///
/// \return True if operation was successful, false otherwise
///

View file

@ -57,8 +57,8 @@ public :
///
/// \param mode : Video mode to use
/// \param title : Title of the window
/// \param style : Window style (Resize | Close by default)
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param style : Window style
/// \param settings : Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
RenderWindow(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());

View file

@ -54,8 +54,8 @@ public :
/// Add a point to the shape
///
/// \param x, y : Position of the point
/// \param color : Color of the point (white by default)
/// \param outlineColor : Outline color of the point (black by default)
/// \param color : Color of the point
/// \param outlineColor : Outline color of the point
///
////////////////////////////////////////////////////////////
void AddPoint(float x, float y, const Color& color = Color(255, 255, 255), const Color& outlineColor = Color(0, 0, 0));
@ -64,8 +64,8 @@ public :
/// Add a point to the shape
///
/// \param position : Position of the point
/// \param color : Color of the point (white by default)
/// \param outlineColor : Outline color of the point (black by default)
/// \param color : Color of the point
/// \param outlineColor : Outline color of the point
///
////////////////////////////////////////////////////////////
void AddPoint(const Vector2f& position, const Color& color = Color(255, 255, 255), const Color& outlineColor = Color(0, 0, 0));
@ -186,8 +186,8 @@ public :
/// \param p2x, p2y : Position second point
/// \param thickness : Line thickness
/// \param color : Color used to draw the line
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
/// \param outline : Outline width
/// \param outlineColor : Color used to draw the outline
///
////////////////////////////////////////////////////////////
static Shape Line(float p1x, float p1y, float p2x, float p2y, float thickness, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
@ -199,8 +199,8 @@ public :
/// \param p2 : Position second point
/// \param thickness : Line thickness
/// \param color : Color used to draw the line
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
/// \param outline : Outline width
/// \param outlineColor : Color used to draw the outline
///
////////////////////////////////////////////////////////////
static Shape Line(const Vector2f& p1, const Vector2f& p2, float thickness, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
@ -211,8 +211,8 @@ public :
/// \param p1x, p1y : Position of the first point
/// \param p2x, p2y : Position second point
/// \param color : Color used to fill the rectangle
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
/// \param outline : Outline width
/// \param outlineColor : Color used to draw the outline
///
////////////////////////////////////////////////////////////
static Shape Rectangle(float p1x, float p1y, float p2x, float p2y, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
@ -223,8 +223,8 @@ public :
/// \param p1 : Position of the first point
/// \param p2 : Position second point
/// \param color : Color used to fill the rectangle
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
/// \param outline : Outline width
/// \param outlineColor : Color used to draw the outline
///
////////////////////////////////////////////////////////////
static Shape Rectangle(const Vector2f& p1, const Vector2f& p2, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
@ -235,8 +235,8 @@ public :
/// \param x, y : Position of the center
/// \param radius : Radius
/// \param color : Color used to fill the circle
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
/// \param outline : Outline width
/// \param outlineColor : Color used to draw the outline
///
////////////////////////////////////////////////////////////
static Shape Circle(float x, float y, float radius, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
@ -247,8 +247,8 @@ public :
/// \param center : Position of the center
/// \param radius : Radius
/// \param color : Color used to fill the circle
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
/// \param outline : Outline width
/// \param outlineColor : Color used to draw the outline
///
////////////////////////////////////////////////////////////
static Shape Circle(const Vector2f& center, float radius, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));

View file

@ -55,10 +55,10 @@ public :
/// Construct the sprite from a source image
///
/// \param image : Image of the sprite
/// \param position : Position of the sprite (0, 0 by default)
/// \param scale : Scale factor (1, 1 by default)
/// \param rotation : Orientation, in degrees (0 by default)
/// \param color : Color of the sprite (white by default)
/// \param position : Position of the sprite
/// \param scale : Scale factor
/// \param rotation : Orientation, in degrees
/// \param color : Color of the sprite
///
////////////////////////////////////////////////////////////
Sprite(const Image& image, const Vector2f& position = Vector2f(0, 0), const Vector2f& scale = Vector2f(1, 1), float rotation = 0.f, const Color& color = Color(255, 255, 255, 255));
@ -67,7 +67,7 @@ public :
/// Change the image of the sprite
///
/// \param image : New image
/// \param adjustToNewSize : If true, the SubRect of the sprite will be adjusted to the size of the new image (false by default)
/// \param adjustToNewSize : If true, the SubRect of the sprite will be adjusted to the size of the new image
///
////////////////////////////////////////////////////////////
void SetImage(const Image& image, bool adjustToNewSize = false);

View file

@ -66,8 +66,8 @@ public :
/// Construct the string from any kind of text
///
/// \param text : Text assigned to the string
/// \param font : Font used to draw the string (SFML built-in font by default)
/// \param size : Characters size (30 by default)
/// \param font : Font used to draw the string
/// \param size : Characters size
///
////////////////////////////////////////////////////////////
explicit String(const Unicode::Text& text, const Font& font = Font::GetDefaultFont(), float size = 30.f);

View file

@ -136,8 +136,8 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param code : Response status code (InvalidResponse by default)
/// \param message : Response message (empty by default)
/// \param code : Response status code
/// \param message : Response message
///
////////////////////////////////////////////////////////////
Response(Status code = InvalidResponse, const std::string& message = "");
@ -387,7 +387,7 @@ public :
///
/// \param distantFile : Path of the distant file to download
/// \param destPath : Where to put to file on the local computer
/// \param mode : Transfer mode (binary by default)
/// \param mode : Transfer mode
///
/// \return Server response to the request
///
@ -399,7 +399,7 @@ public :
///
/// \param localFile : Path of the local file to upload
/// \param destPath : Where to put to file on the server
/// \param mode : Transfer mode (binary by default)
/// \param mode : Transfer mode
///
/// \return Server response to the request
///
@ -412,7 +412,7 @@ private :
/// Send a command to the FTP server
///
/// \param command : Command to send
/// \param parameter : Command parameter ("" by default)
/// \param parameter : Command parameter
///
/// \return Server response to the request
///

View file

@ -68,9 +68,9 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param method : Method to use for the request (Get by default)
/// \param URI : Target URI ("/" by default -- index page)
/// \param body : Content of the request's body (empty by default)
/// \param method : Method to use for the request
/// \param URI : Target URI
/// \param body : Content of the request's body
///
////////////////////////////////////////////////////////////
Request(Method method = Get, const std::string& URI = "/", const std::string& body = "");

View file

@ -88,7 +88,7 @@ public :
/// This function will block if the socket is blocking
///
/// \param connected : Socket containing the connection with the connected client
/// \param address : Pointer to an address to fill with client infos (NULL by default)
/// \param address : Pointer to an address to fill with client infos
///
/// \return Status code
///

View file

@ -53,7 +53,7 @@ public :
/// \brief Construct the thread from a function pointer
///
/// \param function Entry point of the thread
/// \param userData Data to pass to the thread function (NULL by default)
/// \param userData Data to pass to the thread function
///
////////////////////////////////////////////////////////////
Thread(FuncType function, void* userData = NULL);

View file

@ -51,7 +51,7 @@ public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// \param value Optional value to initalize the variable (NULL by default)
/// \param value Optional value to initalize the variable
///
////////////////////////////////////////////////////////////
ThreadLocal(void* value = NULL);

View file

@ -45,7 +45,7 @@ public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// \param value Optional value to initalize the variable (NULL by default)
/// \param value Optional value to initalize the variable
///
////////////////////////////////////////////////////////////
ThreadLocalPtr(T* value = NULL);

View file

@ -115,7 +115,7 @@ public :
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param locale : Locale to use for conversion (uses the current one by default)
/// \param locale : Locale to use for conversion
///
/// \return Iterator to the end of the output sequence which has been written
///
@ -130,7 +130,7 @@ public :
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param locale : Locale to use for conversion (uses the current one by default)
/// \param locale : Locale to use for conversion
///
/// \return Iterator to the end of the output sequence which has been written
///

View file

@ -40,56 +40,33 @@ namespace priv
}
////////////////////////////////////////////////////////////
/// Class holding a valid drawing context
/// \brief Class holding a valid drawing context
///
/// If you need to make OpenGL / graphics calls without
/// having an active window (like in a thread), you can use
/// an instance of this class to get a valid context.
///
/// Having a valid context is necessary for *every* OpenGL call,
/// and for most of the classes from the Graphics package.
///
/// Note that a context is only active in its current thread,
/// if you create a new thread it will have no valid context
/// by default.
///
/// \code
/// void ThreadFunction(void*)
/// {
/// sf::Context context;
/// // from now on, you have a valid context
///
/// // you can make OpenGL calls
/// glClear(GL_DEPTH_BUFFER_BIT);
///
/// // as well as using objects from the graphics package
/// sf::Image Img;
/// Img.LoadFromFile("image.png");
/// }
/// // the context is automatically deactivated and destroyed
/// // by the sf::Context destructor
/// \endcode
////////////////////////////////////////////////////////////
class SFML_API Context : NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// Default constructor -- creates and activates the context
/// \brief Default constructor
///
/// The constructor creates and activates the context
///
////////////////////////////////////////////////////////////
Context();
////////////////////////////////////////////////////////////
/// Destructor -- deactivates and destroys the context
/// \brief Destructor
///
/// The desctructor deactivates and destroys the context
///
////////////////////////////////////////////////////////////
~Context();
////////////////////////////////////////////////////////////
/// Activate or deactivate explicitely the context
/// \brief Activate or deactivate explicitely the context
///
/// \param active : True to activate, false to deactivate
/// \param active True to activate, false to deactivate
///
////////////////////////////////////////////////////////////
void SetActive(bool active);
@ -106,3 +83,43 @@ private :
#endif // SFML_CONTEXT_HPP
////////////////////////////////////////////////////////////
/// \class sf::Context
///
/// If you need to make OpenGL / graphics calls without
/// having an active window (like in a thread), you can use
/// an instance of this class to get a valid context.
///
/// Having a valid context is necessary for *every* OpenGL call,
/// and for most of the classes from the Graphics package.
///
/// Note that a context is only active in its current thread,
/// if you create a new thread it will have no valid context
/// by default.
///
/// To use a sf::Context instance, just construct it and let it
/// live as long as you need a valid context. No explicit activation
/// is needed, all it has to do is to exist. Its destructor
/// will take care of deactivating and freeing all the attached
/// resources.
///
/// Usage example:
/// \code
/// void ThreadFunction(void*)
/// {
/// sf::Context context;
/// // from now on, you have a valid context
///
/// // you can make OpenGL calls
/// glClear(GL_DEPTH_BUFFER_BIT);
///
/// // as well as using objects from the graphics package
/// sf::Image image;
/// image.LoadFromFile("image.png");
/// }
/// // the context is automatically deactivated and destroyed
/// // by the sf::Context destructor
/// \endcode
///
////////////////////////////////////////////////////////////

View file

@ -29,17 +29,17 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Structure defining the settings of the OpenGL
/// context attached to a window
/// \brief Structure defining the settings of the OpenGL
/// context attached to a window
////////////////////////////////////////////////////////////
struct ContextSettings
{
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// \param depth : Depth buffer bits (24 by default)
/// \param stencil : Stencil buffer bits (8 by default)
/// \param antialiasing : Antialiasing level (0 by default)
/// \param depth Depth buffer bits
/// \param stencil Stencil buffer bits
/// \param antialiasing Antialiasing level
///
////////////////////////////////////////////////////////////
explicit ContextSettings(unsigned int depth = 24, unsigned int stencil = 8, unsigned int antialiasing = 0) :

View file

@ -33,80 +33,81 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Definition of key codes for keyboard events
////////////////////////////////////////////////////////////
namespace Key
{
////////////////////////////////////////////////////////////
/// \brief Definition of key codes for keyboard events
///
////////////////////////////////////////////////////////////
enum Code
{
A = 'a',
B = 'b',
C = 'c',
D = 'd',
E = 'e',
F = 'f',
G = 'g',
H = 'h',
I = 'i',
J = 'j',
K = 'k',
L = 'l',
M = 'm',
N = 'n',
O = 'o',
P = 'p',
Q = 'q',
R = 'r',
S = 's',
T = 't',
U = 'u',
V = 'v',
W = 'w',
X = 'x',
Y = 'y',
Z = 'z',
Num0 = '0',
Num1 = '1',
Num2 = '2',
Num3 = '3',
Num4 = '4',
Num5 = '5',
Num6 = '6',
Num7 = '7',
Num8 = '8',
Num9 = '9',
Escape = 256,
LControl,
LShift,
LAlt,
LSystem, ///< OS specific key (left side) : windows (Win and Linux), apple (MacOS), ...
RControl,
RShift,
RAlt,
RSystem, ///< OS specific key (right side) : windows (Win and Linux), apple (MacOS), ...
Menu,
LBracket, ///< [
RBracket, ///< ]
SemiColon, ///< ;
Comma, ///< ,
Period, ///< .
Quote, ///< '
Slash, ///< /
BackSlash,
Tilde, ///< ~
Equal, ///< =
Dash, ///< -
Space,
Return,
Back,
Tab,
PageUp,
PageDown,
End,
Home,
Insert,
Delete,
A = 'a', ///< The A key
B = 'b', ///< The B key
C = 'c', ///< The C key
D = 'd', ///< The D key
E = 'e', ///< The E key
F = 'f', ///< The F key
G = 'g', ///< The G key
H = 'h', ///< The H key
I = 'i', ///< The I key
J = 'j', ///< The J key
K = 'k', ///< The K key
L = 'l', ///< The L key
M = 'm', ///< The M key
N = 'n', ///< The N key
O = 'o', ///< The O key
P = 'p', ///< The P key
Q = 'q', ///< The Q key
R = 'r', ///< The R key
S = 's', ///< The S key
T = 't', ///< The T key
U = 'u', ///< The U key
V = 'v', ///< The V key
W = 'w', ///< The W key
X = 'x', ///< The X key
Y = 'y', ///< The Y key
Z = 'z', ///< The Z key
Num0 = '0', ///< The 0 key
Num1 = '1', ///< The 1 key
Num2 = '2', ///< The 2 key
Num3 = '3', ///< The 3 key
Num4 = '4', ///< The 4 key
Num5 = '5', ///< The 5 key
Num6 = '6', ///< The 6 key
Num7 = '7', ///< The 7 key
Num8 = '8', ///< The 8 key
Num9 = '9', ///< The 9 key
Escape = 256, ///< The Escape key
LControl, ///< The left Control key
LShift, ///< The left Shift key
LAlt, ///< The left Alt key
LSystem, ///< The left OS specific key : windows (Windows and Linux), apple (MacOS X), ...
RControl, ///< The right Control key
RShift, ///< The right Shift key
RAlt, ///< The right Alt key
RSystem, ///< The right OS specific key : windows (Windows and Linux), apple (MacOS X), ...
Menu, ///< The Menu key
LBracket, ///< The [ key
RBracket, ///< The ] key
SemiColon, ///< The ; key
Comma, ///< The , key
Period, ///< The . key
Quote, ///< The ' key
Slash, ///< The / key
BackSlash, ///< The \ key
Tilde, ///< The ~ key
Equal, ///< The = key
Dash, ///< The - key
Space, ///< The Space key
Return, ///< The Return key
Back, ///< The Backspace key
Tab, ///< The Tabulation key
PageUp, ///< The Page up key
PageDown, ///< The Page down key
End, ///< The End key
Home, ///< The Home key
Insert, ///< The Insert key
Delete, ///< The Delete key
Add, ///< +
Subtract, ///< -
Multiply, ///< *
@ -115,180 +116,194 @@ namespace Key
Right, ///< Right arrow
Up, ///< Up arrow
Down, ///< Down arrow
Numpad0,
Numpad1,
Numpad2,
Numpad3,
Numpad4,
Numpad5,
Numpad6,
Numpad7,
Numpad8,
Numpad9,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
F11,
F12,
F13,
F14,
F15,
Pause,
Numpad0, ///< The numpad 0 key
Numpad1, ///< The numpad 1 key
Numpad2, ///< The numpad 2 key
Numpad3, ///< The numpad 3 key
Numpad4, ///< The numpad 4 key
Numpad5, ///< The numpad 5 key
Numpad6, ///< The numpad 6 key
Numpad7, ///< The numpad 7 key
Numpad8, ///< The numpad 8 key
Numpad9, ///< The numpad 9 key
F1, ///< The F1 key
F2, ///< The F2 key
F3, ///< The F3 key
F4, ///< The F4 key
F5, ///< The F5 key
F6, ///< The F6 key
F7, ///< The F7 key
F8, ///< The F8 key
F9, ///< The F8 key
F10, ///< The F10 key
F11, ///< The F11 key
F12, ///< The F12 key
F13, ///< The F13 key
F14, ///< The F14 key
F15, ///< The F15 key
Pause, ///< The Pause key
Count // Keep last -- total number of keyboard keys
Count ///< Keep last -- the total number of keyboard keys
};
}
////////////////////////////////////////////////////////////
/// Definition of button codes for mouse events
////////////////////////////////////////////////////////////
namespace Mouse
{
////////////////////////////////////////////////////////////
/// \brief Definition of button codes for mouse events
///
////////////////////////////////////////////////////////////
enum Button
{
Left,
Right,
Middle,
XButton1,
XButton2,
Left, ///< The left mouse button
Right, ///< The right mouse button
Middle, ///< The middle (wheel) mouse button
XButton1, ///< The first extra mouse button
XButton2, ///< The second extra mouse button
Count // Keep last -- total number of mouse buttons
Count ///< Keep last -- the total number of mouse buttons
};
}
////////////////////////////////////////////////////////////
/// Definition of joystick axis for joystick events
////////////////////////////////////////////////////////////
namespace Joy
{
////////////////////////////////////////////////////////////
/// \brief Definition of joystick axis for joystick events
///
////////////////////////////////////////////////////////////
enum Axis
{
AxisX,
AxisY,
AxisZ,
AxisR,
AxisU,
AxisV,
AxisPOV,
AxisX, ///< The X axis
AxisY, ///< The Y axis
AxisZ, ///< The Z axis
AxisR, ///< The R axis
AxisU, ///< The U axis
AxisV, ///< The V axis
AxisPOV, ///< The Point-Of-View axis (hat)
Count // Keep last -- total number of joystick axis
Count ///< Keep last -- the total number of joystick axis
};
}
////////////////////////////////////////////////////////////
/// Event defines a system event and its parameters
/// \brief Defines a system event and its parameters
///
////////////////////////////////////////////////////////////
class Event
{
public :
////////////////////////////////////////////////////////////
/// Keyboard event parameters
/// \brief Keyboard event parameters (KeyPressed, KeyReleased)
///
////////////////////////////////////////////////////////////
struct KeyEvent
{
Key::Code Code;
bool Alt;
bool Control;
bool Shift;
Key::Code Code; ///< Code of the key that has been pressed
bool Alt; ///< Is the Alt key pressed?
bool Control; ///< Is the Control key pressed?
bool Shift; ///< Is the Shift key pressed?
};
////////////////////////////////////////////////////////////
/// Text event parameters
/// \brief Text event parameters (TextEntered)
///
////////////////////////////////////////////////////////////
struct TextEvent
{
Uint32 Unicode;
Uint32 Unicode; ///< UTF-32 unicode value of the character
};
////////////////////////////////////////////////////////////
/// Mouse move event parameters
/// \brief Mouse move event parameters (MouseMoved)
///
////////////////////////////////////////////////////////////
struct MouseMoveEvent
{
int X;
int Y;
int X; ///< X position of the mouse, relative to the left of the owner window
int Y; ///< Y position of the mouse, relative to the top of the owner window
};
////////////////////////////////////////////////////////////
/// Mouse buttons events parameters
/// \brief Mouse buttons events parameters
/// (MouseButtonPressed, MouseButtonReleased)
///
////////////////////////////////////////////////////////////
struct MouseButtonEvent
{
Mouse::Button Button;
int X;
int Y;
Mouse::Button Button; ///< Code of the button that has been pressed
int X; ///< X position of the mouse, relative to the left of the owner window
int Y; ///< Y position of the mouse, relative to the top of the owner window
};
////////////////////////////////////////////////////////////
/// Mouse wheel events parameters
/// \brief Mouse wheel events parameters (MouseWheelMoved)
///
////////////////////////////////////////////////////////////
struct MouseWheelEvent
{
int Delta;
int Delta; ///< Number of ticks the wheel has moved (positive is up, negative is down)
};
////////////////////////////////////////////////////////////
/// Joystick axis move event parameters
/// \brief Joystick axis move event parameters (JoyMoved)
///
////////////////////////////////////////////////////////////
struct JoyMoveEvent
{
unsigned int JoystickId;
Joy::Axis Axis;
float Position;
unsigned int JoystickId; ///< Index of the joystick (0 or 1)
Joy::Axis Axis; ///< Axis on which the joystick moved
float Position; ///< New position on the axis (in range [-100, 100])
};
////////////////////////////////////////////////////////////
/// Joystick buttons events parameters
/// \brief Joystick buttons events parameters
/// (JoyButtonPressed, JoyButtonReleased)
///
////////////////////////////////////////////////////////////
struct JoyButtonEvent
{
unsigned int JoystickId;
unsigned int Button;
unsigned int JoystickId; ///< Index of the joystick (0 or 1)
unsigned int Button; ///< Index of the button that has been pressed
};
////////////////////////////////////////////////////////////
/// Size events parameters
/// \brief Size events parameters (Resized)
///
////////////////////////////////////////////////////////////
struct SizeEvent
{
unsigned int Width;
unsigned int Height;
unsigned int Width; ///< New width, in pixels
unsigned int Height; ///< New height, in pixels
};
////////////////////////////////////////////////////////////
/// Enumeration of the different types of events
/// \brief Enumeration of the different types of events
///
////////////////////////////////////////////////////////////
enum EventType
{
Closed,
Resized,
LostFocus,
GainedFocus,
TextEntered,
KeyPressed,
KeyReleased,
MouseWheelMoved,
MouseButtonPressed,
MouseButtonReleased,
MouseMoved,
MouseEntered,
MouseLeft,
JoyButtonPressed,
JoyButtonReleased,
JoyMoved,
Closed, ///< The window requested to be closed
Resized, ///< The window was resized
LostFocus, ///< The window lost the focus
GainedFocus, ///< The window gained the focus
TextEntered, ///< A character was entered
KeyPressed, ///< A key was pressed
KeyReleased, ///< A key was released
MouseWheelMoved, ///< The mouse wheel was scrolled
MouseButtonPressed, ///< A mouse button was pressed
MouseButtonReleased, ///< A mouse button was released
MouseMoved, ///< The mouse cursor moved
MouseEntered, ///< The mouse cursor entered the area of the window
MouseLeft, ///< The mouse cursor left the area of the window
JoyButtonPressed, ///< A joystick button was pressed
JoyButtonReleased, ///< A joystick button was released
JoyMoved, ///< The joystick moved along an axis
Count // Keep last -- total number of event types
Count ///< Keep last -- the total number of event types
};
////////////////////////////////////////////////////////////
@ -298,14 +313,14 @@ public :
union
{
KeyEvent Key;
TextEvent Text;
MouseMoveEvent MouseMove;
MouseButtonEvent MouseButton;
MouseWheelEvent MouseWheel;
JoyMoveEvent JoyMove;
JoyButtonEvent JoyButton;
SizeEvent Size;
KeyEvent Key; ///< Key event parameters
TextEvent Text; ///< Text event parameters
MouseMoveEvent MouseMove; ///< Mouse move event parameters
MouseButtonEvent MouseButton; ///< Mouse button event parameters
MouseWheelEvent MouseWheel; ///< Mouse wheel event parameters
JoyMoveEvent JoyMove; ///< Joystick move event parameters
JoyButtonEvent JoyButton; ///< Joystick button event parameters
SizeEvent Size; ///< Size event parameters
};
};
@ -313,3 +328,45 @@ public :
#endif // SFML_EVENT_HPP
////////////////////////////////////////////////////////////
/// \class sf::Event
///
/// sf::Event holds all the informations about a system event
/// that just happened. Events are retrieved using the
/// sf::Window::GetEvent function.
///
/// A sf::Event instance contains the type of the event
/// (mouse moved, key pressed, window closed, ...) as well
/// as the details about this particular event. Please note that
/// the event parameters are defined in a union, which means that
/// only the member matching the type of the event will be properly
/// filled; all other members will have undefined values and must not
/// be read if the type of the event doesn't match. For example,
/// if you received a KeyPressed event, then you must read the
/// event.Key member, all other members such as event.MouseMove
/// or event.Text will have undefined values.
///
/// Usage example:
/// \code
/// sf::Event event;
/// while (window.GetEvent(event))
/// {
/// // Request for closing the window
/// if (event.Type == sf::Event::Closed)
/// window.Close();
///
/// // The escape key was pressed
/// if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
/// window.Close();
///
/// // The window was resized
/// if (event.Type == sf::Event::Resized)
/// DoSomethingWithTheNewSize(event.Size.Width, event.Size.Height);
///
/// // etc ...
/// }
/// \endcode
///
////////////////////////////////////////////////////////////

View file

@ -37,24 +37,24 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Input handles real-time input from keyboard and mouse.
/// Use it instead of events to handle continuous moves and more
/// game-friendly inputs
/// \brief Give access to the real-time states of keyboard,
/// mouse and joysticks
///
////////////////////////////////////////////////////////////
class SFML_API Input : public WindowListener, NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
Input();
////////////////////////////////////////////////////////////
/// Get the state of a key
/// \brief Get the current state of a key (pressed or released)
///
/// \param key : Key to check
/// \param key Code of the key to test
///
/// \return True if key is down, false if key is up
///
@ -62,9 +62,9 @@ public :
bool IsKeyDown(Key::Code key) const;
////////////////////////////////////////////////////////////
/// Get the state of a mouse button
/// \brief Get the current state of a mouse button (pressed or released)
///
/// \param button : Button to check
/// \param button Code of the mouse button to check
///
/// \return True if button is down, false if button is up
///
@ -72,10 +72,10 @@ public :
bool IsMouseButtonDown(Mouse::Button button) const;
////////////////////////////////////////////////////////////
/// Get the state of a joystick button
/// \brief Get the current state of a joystick button (pressed or released)
///
/// \param joystick : Identifier of the joystick to check (0 or 1)
/// \param button : Button to check
/// \param joystick Index of the joystick to test (0 or 1)
/// \param button Index of the button to test
///
/// \return True if button is down, false if button is up
///
@ -83,28 +83,37 @@ public :
bool IsJoystickButtonDown(unsigned int joystick, unsigned int button) const;
////////////////////////////////////////////////////////////
/// Get the mouse X position
/// \brief Get the current mouse X position
///
/// \return Current mouse left position, relative to owner window
/// The returned position is relative to the left border
/// of the owner window.
///
/// \return Current mouse left position
///
////////////////////////////////////////////////////////////
int GetMouseX() const;
////////////////////////////////////////////////////////////
/// Get the mouse Y position
/// \brief Get the current mouse Y position
///
/// \return Current mouse top position, relative to owner window
/// The returned position is relative to the top border
/// of the owner window.
///
/// \return Current mouse top position
///
////////////////////////////////////////////////////////////
int GetMouseY() const;
////////////////////////////////////////////////////////////
/// Get a joystick axis position
/// \brief Get the current position of a joystick axis
///
/// \param joystick : Identifier of the joystick to check (0 or 1)
/// \param axis : Axis to get
/// The returned position is in the range [-100, 100], except
/// the POV which is an angle and is thus defined in [0, 360].
///
/// \return Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
/// \param joystick Index of the joystick to test (0 or 1)
/// \param axis Axis to test
///
/// \return Current axis position
///
////////////////////////////////////////////////////////////
float GetJoystickAxis(unsigned int joystick, Joy::Axis axis) const;
@ -112,7 +121,9 @@ public :
private :
////////////////////////////////////////////////////////////
/// /see WindowListener::OnEvent
/// \brief Called each time an event is received from the attached window
///
/// \param event Event received
///
////////////////////////////////////////////////////////////
virtual void OnEvent(const Event& event);
@ -122,7 +133,7 @@ private :
////////////////////////////////////////////////////////////
bool myKeys[Key::Count]; ///< Array containing the state of all keyboard keys
bool myMouseButtons[Mouse::Count]; ///< Array containing the state of all mouse buttons
bool myJoystickButtons[2][16]; ///< Array containing the state of all joysticks buttons
bool myJoystickButtons[2][32]; ///< Array containing the state of all joysticks buttons
int myMouseX; ///< Mouse position on X
int myMouseY; ///< Mouse position on Y
float myJoystickAxis[2][Joy::Count]; ///< Joysticks position on each axis
@ -132,3 +143,43 @@ private :
#endif // SFML_INPUT_HPP
////////////////////////////////////////////////////////////
/// \class sf::Input
///
/// sf::Input provides a way to access the state of keys,
/// mouse buttons, mouse position, joystick buttons and
/// jostick axis.
///
/// sf::Input provides the same informations as the event
/// system, but these informations can be accessed at any time,
/// which is more convenient in many situations.
///
/// For example, to move an entity you can decide to catch the
/// sf::Event::KeyPressed event on arrow keys. But if you do so,
/// you will only receive one event when the key gets pressed
/// (or repeated events if you activated this feature), thus the
/// entity will not move smoothly. The best solution here is to
/// use sf::Input::IsKeyDown so that you can update your entity's
/// position at every iteration of your game loop, not only when you
/// catch a KeyPressed event.
///
/// Note that instances of sf::Input cannot be created directly,
/// they must be retrieved from a window (sf::Window) with its
/// GetInput() function.
///
/// Usage example:
/// \code
/// // Retrieve the input object attached to our window
/// const sf::Input& input = window.GetInput();
///
/// // Move an entity according to the current keys state
/// float offset = 5 * window.GetFrameTime(); // 5 pixels/sec
/// if (input.IsKeyDown(sf::Key::Left)) entity.Move(-offset, 0);
/// if (input.IsKeyDown(sf::Key::Right)) entity.Move( offset, 0);
/// if (input.IsKeyDown(sf::Key::Up)) entity.Move(0, -offset);
/// if (input.IsKeyDown(sf::Key::Down)) entity.Move(0, offset);
/// \endcode
///
////////////////////////////////////////////////////////////

View file

@ -35,32 +35,33 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// VideoMode defines a video mode (width, height, bpp, frequency)
/// and provides static functions for getting modes supported
/// by the display device
/// \brief VideoMode defines a video mode (width, height, bpp)
///
////////////////////////////////////////////////////////////
class SFML_API VideoMode
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// This constructors initializes all members to 0.
///
////////////////////////////////////////////////////////////
VideoMode();
////////////////////////////////////////////////////////////
/// Construct the video mode with its attributes
/// \brief Construct the video mode with its attributes
///
/// \param width : Width in pixels
/// \param height : Height in pixels
/// \param bitsPerPixel : Pixel depths in bits per pixel (32 by default)
/// \param width Width in pixels
/// \param height Height in pixels
/// \param bitsPerPixel Pixel depths in bits per pixel
///
////////////////////////////////////////////////////////////
VideoMode(unsigned int width, unsigned int height, unsigned int bitsPerPixel = 32);
////////////////////////////////////////////////////////////
/// Get the current desktop video mode
/// \brief Get the current desktop video mode
///
/// \return Current desktop video mode
///
@ -68,11 +69,13 @@ public :
static VideoMode GetDesktopMode();
////////////////////////////////////////////////////////////
/// Get a valid video mode
/// Index must be in range [0, GetModesCount()[
/// Modes are sorted from best to worst
/// \brief Get a valid video mode
///
/// \param index : Index of video mode to get
/// The parameter \index must be in the range [0, GetModesCount()[.
/// Modes are sorted from best to worst, so that
/// sf::VideoMode::GetMode(0) will always give the best.
///
/// \param index Index of video mode to get
///
/// \return Corresponding video mode (invalid mode if index is out of range)
///
@ -80,41 +83,29 @@ public :
static VideoMode GetMode(std::size_t index);
////////////////////////////////////////////////////////////
/// Get valid video modes count
/// \brief Get the total number of valid video modes available
///
/// \return Number of valid video modes available
/// The validity of video modes is only relevant when using
/// fullscreen windows; otherwise any video mode can be used
/// with no restriction.
///
/// \return Number of valid video modes available for fullscreen mode
///
////////////////////////////////////////////////////////////
static std::size_t GetModesCount();
////////////////////////////////////////////////////////////
/// Tell whether or not the video mode is supported
/// \brief Tell whether or not the video mode is valid
///
/// \return True if video mode is supported, false otherwise
/// The validity of video modes is only relevant when using
/// fullscreen windows; otherwise any video mode can be used
/// with no restriction.
///
/// \return True if the video mode is valid for fullscreen mode
///
////////////////////////////////////////////////////////////
bool IsValid() const;
////////////////////////////////////////////////////////////
/// Comparison operator overload -- tell if two video modes are equal
///
/// \param other : Video mode to compare
///
/// \return True if modes are equal
///
////////////////////////////////////////////////////////////
bool operator ==(const VideoMode& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator overload -- tell if two video modes are different
///
/// \param other : Video mode to compare
///
/// \return True if modes are different
///
////////////////////////////////////////////////////////////
bool operator !=(const VideoMode& other) const;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
@ -123,7 +114,81 @@ public :
unsigned int BitsPerPixel; ///< Video mode pixel depth, in bits per pixels
};
////////////////////////////////////////////////////////////
/// \brief Overload of binary == operator
///
/// This operator compares strict equality between two modes,
/// i.e. it checks if all their members are equal.
///
/// \param left Left operand
/// \param right Right operand
///
/// \return True if modes are equal
///
////////////////////////////////////////////////////////////
SFML_API bool operator ==(const VideoMode& left, const VideoMode& right);
////////////////////////////////////////////////////////////
/// \brief Overload of binary != operator
///
/// This operator compares strict difference between two modes,
/// i.e. it checks if not all their members are equal.
///
/// \param left Left operand
/// \param right Right operand
///
/// \return True if modes are different
///
////////////////////////////////////////////////////////////
SFML_API bool operator !=(const VideoMode& left, const VideoMode& right);
} // namespace sf
#endif // SFML_VIDEOMODE_HPP
////////////////////////////////////////////////////////////
/// \class sf::VideoMode
///
/// A video mode is defined by a width and a height (in pixels)
/// and a depth (in bits per pixel). Video modes are used to
/// setup windows (sf::Window) at creation time.
///
/// The main usage of video modes is for fullscreen mode:
/// indeed you must use one of the valid video modes
/// allowed by the OS (which are defined by what the monitor
/// and the graphics card support), otherwise your window
/// creation will just fail.
///
/// sf::VideoMode provides two static functions for retrieving
/// the list of all the video modes supported by the system:
/// GetModesCount() to get the number of video modes in the
/// list, and GetMode() to retrieve a particular mode
/// from the list.
///
/// A custom video mode can also be checked directly with
/// its IsValid() function.
///
/// Additionnally, sf::VideoMode provides a static function
/// to get the mode currently used by the desktop: GetDesktopMode().
/// This allows to build windows with the same size or pixel
/// depth as the current resolution.
///
/// Usage example:
/// \code
/// // Display the list of all the video modes available for fullscreen
/// for (std::size_t i = 0; i < sf::VideoMode::GetModesCount(); ++i)
/// {
/// sf::VideoMode mode = sf::VideoMode::GetMode(i);
/// std::cout << "Mode #" << i << ": "
/// << mode.Width << "x" << mode.Height << " - "
/// << mode.BitsPerPixel << " bpp" << std::endl;
/// }
///
/// // Create a window with the same pixel depth as the desktop
/// sf::VideoMode desktop = sf::VideoMode::GetDesktopMode();
/// window.Create(sf::VideoMode(1024, 768, desktop.BitsPerPixel), "SFML window");
/// \endcode
///
////////////////////////////////////////////////////////////

View file

@ -68,8 +68,8 @@ public :
///
/// \param mode : Video mode to use
/// \param title : Title of the window
/// \param style : Window style (Resize | Close by default)
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param style : Window style
/// \param settings : Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
Window(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
@ -78,7 +78,7 @@ public :
/// Construct the window from an existing control
///
/// \param handle : Platform-specific handle of the control
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param settings : Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
Window(WindowHandle handle, const ContextSettings& settings = ContextSettings());
@ -94,8 +94,8 @@ public :
///
/// \param mode : Video mode to use
/// \param title : Title of the window
/// \param style : Window style (Resize | Close by default)
/// \param Settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param style : Window style
/// \param Settings : Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
void Create(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
@ -104,7 +104,7 @@ public :
/// Create (or recreate) the window from an existing control
///
/// \param handle : Platform-specific handle of the control
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param settings : Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
void Create(WindowHandle handle, const ContextSettings& settings = ContextSettings());
@ -236,7 +236,7 @@ public :
/// Activate or deactivate the window as the current target
/// for rendering
///
/// \param active : True to activate, false to deactivate (true by default)
/// \param active : True to activate, false to deactivate
///
/// \return True if operation was successful, false otherwise
///

View file

@ -36,17 +36,17 @@ namespace sf
class Event;
////////////////////////////////////////////////////////////
/// Base class for classes that want to receive events
/// from a window (for internal use only)
/// \brief Base class for classes that want to receive events
/// from a window (for internal use only)
////////////////////////////////////////////////////////////
class SFML_API WindowListener
{
public :
////////////////////////////////////////////////////////////
/// Called each time an event is received from attached window
/// \brief Called each time an event is received from the attached window
///
/// \param event : Event received
/// \param event Event received
///
////////////////////////////////////////////////////////////
virtual void OnEvent(const Event& event) = 0;
@ -54,7 +54,7 @@ public :
protected :
////////////////////////////////////////////////////////////
/// Destructor
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~WindowListener() {}

View file

@ -28,9 +28,9 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Enumeration of window creation styles
/// \brief Enumeration of the window styles
///
////////////////////////////////////////////////////////////
namespace Style
{
@ -44,7 +44,6 @@ namespace Style
};
}
} // namespace sf