Implemented global inputs (sf::Keyboard, sf::Mouse, sf::Joystick) and removed the event-based sf::Input.
Window::WaitEvent now works with joystick events as well. Added Event::JoystickConnected and Event::JoystickDisconnected. Added Window::GetCursorPosition.
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5469eaa8c0
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8621e45960
48 changed files with 2969 additions and 1517 deletions
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@ -68,7 +68,7 @@ int main()
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window.Close();
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// Escape key : exit
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if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
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if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape))
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window.Close();
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// Adjust the viewport when the window is resized
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@ -90,8 +90,8 @@ int main()
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glClear(GL_DEPTH_BUFFER_BIT);
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// We get the position of the mouse cursor, so that we can move the box accordingly
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float x = window.GetInput().GetMouseX() * 200.f / window.GetWidth() - 100.f;
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float y = -window.GetInput().GetMouseY() * 200.f / window.GetHeight() + 100.f;
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float x = window.GetCursorPosition().x * 200.f / window.GetWidth() - 100.f;
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float y = -window.GetCursorPosition().y * 200.f / window.GetHeight() + 100.f;
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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@ -89,7 +89,7 @@ int main()
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{
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// Window closed or escape key pressed : exit
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if ((event.Type == sf::Event::Closed) ||
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((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape)))
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((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape)))
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{
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window.Close();
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break;
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@ -99,9 +99,9 @@ int main()
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if (isPlaying)
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{
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// Move the player's paddle
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if (window.GetInput().IsKeyDown(sf::Key::Up) && (leftPaddle.GetPosition().y > 5.f))
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if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Up) && (leftPaddle.GetPosition().y > 5.f))
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leftPaddle.Move(0.f, -leftPaddleSpeed * window.GetFrameTime() / 1000.f);
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if (window.GetInput().IsKeyDown(sf::Key::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
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if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
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leftPaddle.Move(0.f, leftPaddleSpeed * window.GetFrameTime() / 1000.f);
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// Move the computer's paddle
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@ -179,19 +179,19 @@ int main()
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if (event.Type == sf::Event::KeyPressed)
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{
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// Escape key : exit
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if (event.Key.Code == sf::Key::Escape)
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if (event.Key.Code == sf::Keyboard::Escape)
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window.Close();
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// Numpad : switch effect
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switch (event.Key.Code)
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{
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case sf::Key::Numpad1 : backgroundShader.GotoPrevious(); break;
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case sf::Key::Numpad4 : backgroundShader.GotoNext(); break;
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case sf::Key::Numpad2 : entityShader.GotoPrevious(); break;
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case sf::Key::Numpad5 : entityShader.GotoNext(); break;
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case sf::Key::Numpad3 : globalShader.GotoPrevious(); break;
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case sf::Key::Numpad6 : globalShader.GotoNext(); break;
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default : break;
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case sf::Keyboard::Numpad1 : backgroundShader.GotoPrevious(); break;
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case sf::Keyboard::Numpad4 : backgroundShader.GotoNext(); break;
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case sf::Keyboard::Numpad2 : entityShader.GotoPrevious(); break;
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case sf::Keyboard::Numpad5 : entityShader.GotoNext(); break;
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case sf::Keyboard::Numpad3 : globalShader.GotoPrevious(); break;
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case sf::Keyboard::Numpad6 : globalShader.GotoNext(); break;
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default : break;
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}
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// Update the text
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@ -202,8 +202,8 @@ int main()
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}
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// Get the mouse position in the range [0, 1]
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float mouseX = window.GetInput().GetMouseX() / static_cast<float>(window.GetWidth());
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float mouseY = window.GetInput().GetMouseY() / static_cast<float>(window.GetHeight());
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float mouseX = window.GetCursorPosition().x / static_cast<float>(window.GetWidth());
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float mouseY = window.GetCursorPosition().y / static_cast<float>(window.GetHeight());
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// Update the shaders
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backgroundShader.Update(mouseX, mouseY);
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@ -265,7 +265,7 @@ void DisplayError()
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window.Close();
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// Escape key : exit
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if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
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if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape))
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window.Close();
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}
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@ -45,7 +45,7 @@ int main()
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window.Close();
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// Escape key : exit
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if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
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if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape))
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window.Close();
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// Resize event : adjust viewport
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