Added the trunk/branches/tags directories at repository root, and moved previous root into trunk/
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1002 4e206d99-4929-0410-ac5d-dfc041789085
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include/SFML/Window/Input.hpp
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include/SFML/Window/Input.hpp
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_INPUT_HPP
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#define SFML_INPUT_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/NonCopyable.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/WindowListener.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Input handles real-time input from keyboard and mouse.
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/// Use it instead of events to handle continuous moves and more
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/// game-friendly inputs
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////////////////////////////////////////////////////////////
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class SFML_API Input : public WindowListener, NonCopyable
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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Input();
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////////////////////////////////////////////////////////////
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/// Get the state of a key
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///
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/// \param KeyCode : Key to check
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///
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/// \return True if key is down, false if key is up
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///
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////////////////////////////////////////////////////////////
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bool IsKeyDown(Key::Code KeyCode) const;
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////////////////////////////////////////////////////////////
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/// Get the state of a mouse button
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///
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/// \param Button : Button to check
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///
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/// \return True if button is down, false if button is up
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///
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////////////////////////////////////////////////////////////
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bool IsMouseButtonDown(Mouse::Button Button) const;
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////////////////////////////////////////////////////////////
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/// Get the state of a joystick button
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///
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/// \param JoyId : Identifier of the joystick to check (0 or 1)
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/// \param Button : Button to check
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///
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/// \return True if button is down, false if button is up
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///
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////////////////////////////////////////////////////////////
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bool IsJoystickButtonDown(unsigned int JoyId, unsigned int Button) const;
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////////////////////////////////////////////////////////////
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/// Get the mouse X position
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///
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/// \return Current mouse left position, relative to owner window
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///
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////////////////////////////////////////////////////////////
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int GetMouseX() const;
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////////////////////////////////////////////////////////////
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/// Get the mouse Y position
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///
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/// \return Current mouse top position, relative to owner window
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///
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////////////////////////////////////////////////////////////
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int GetMouseY() const;
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////////////////////////////////////////////////////////////
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/// Get a joystick axis position
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///
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/// \param JoyId : Identifier of the joystick to check (0 or 1)
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/// \param Axis : Axis to get
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///
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/// \return Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
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///
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////////////////////////////////////////////////////////////
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float GetJoystickAxis(unsigned int JoyId, Joy::Axis Axis) const;
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private :
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////////////////////////////////////////////////////////////
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/// /see WindowListener::OnEvent
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///
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////////////////////////////////////////////////////////////
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virtual void OnEvent(const Event& EventReceived);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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bool myKeys[Key::Count]; ///< Array containing the state of all keyboard keys
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bool myMouseButtons[Mouse::Count]; ///< Array containing the state of all mouse buttons
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bool myJoystickButtons[2][16]; ///< Array containing the state of all joysticks buttons
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int myMouseX; ///< Mouse position on X
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int myMouseY; ///< Mouse position on Y
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float myJoystickAxis[2][Joy::Count]; ///< Joysticks position on each axis
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};
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} // namespace sf
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#endif // SFML_INPUT_HPP
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