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.
This commit is contained in:
Laurent Gomila 2011-07-04 08:21:40 +02:00
parent 5469eaa8c0
commit 8621e45960
48 changed files with 2969 additions and 1517 deletions

View file

@ -250,8 +250,9 @@ bool operator !=(const Vector2<T>& left, const Vector2<T>& right);
#include <SFML/System/Vector2.inl>
// Define the most common types
typedef Vector2<int> Vector2i;
typedef Vector2<float> Vector2f;
typedef Vector2<int> Vector2i;
typedef Vector2<unsigned int> Vector2u;
typedef Vector2<float> Vector2f;
} // namespace sf

View file

@ -33,7 +33,9 @@
#include <SFML/Window/Context.hpp>
#include <SFML/Window/ContextSettings.hpp>
#include <SFML/Window/Event.hpp>
#include <SFML/Window/Input.hpp>
#include <SFML/Window/Joystick.hpp>
#include <SFML/Window/Keyboard.hpp>
#include <SFML/Window/Mouse.hpp>
#include <SFML/Window/VideoMode.hpp>
#include <SFML/Window/Window.hpp>
#include <SFML/Window/WindowStyle.hpp>

View file

@ -29,174 +29,13 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/Window/Joystick.hpp>
#include <SFML/Window/Keyboard.hpp>
#include <SFML/Window/Mouse.hpp>
namespace sf
{
namespace Key
{
////////////////////////////////////////////////////////////
/// \ingroup window
/// \brief Definition of key codes for keyboard events
///
////////////////////////////////////////////////////////////
enum Code
{
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, ///< *
Divide, ///< /
Left, ///< Left arrow
Right, ///< Right arrow
Up, ///< Up arrow
Down, ///< Down arrow
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 -- the total number of keyboard keys
};
}
namespace Mouse
{
////////////////////////////////////////////////////////////
/// \ingroup window
/// \brief Definition of button codes for mouse events
///
////////////////////////////////////////////////////////////
enum Button
{
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
ButtonCount ///< Keep last -- the total number of mouse buttons
};
}
namespace Joy
{
////////////////////////////////////////////////////////////
/// \ingroup window
/// \brief Definition of joystick axis for joystick events
///
////////////////////////////////////////////////////////////
enum Axis
{
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)
AxisCount // Keep last -- total number of joystick axis
};
enum
{
Count = 8, ///< Total number of supported joysticks
ButtonCount = 32 ///< Total number of supported joystick buttons
};
}
////////////////////////////////////////////////////////////
/// \brief Defines a system event and its parameters
///
@ -205,17 +44,27 @@ class Event
{
public :
////////////////////////////////////////////////////////////
/// \brief Size events parameters (Resized)
///
////////////////////////////////////////////////////////////
struct SizeEvent
{
unsigned int Width; ///< New width, in pixels
unsigned int Height; ///< New height, in pixels
};
////////////////////////////////////////////////////////////
/// \brief Keyboard event parameters (KeyPressed, KeyReleased)
///
////////////////////////////////////////////////////////////
struct KeyEvent
{
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?
bool System; ///< Is the System key pressed?
Keyboard::Key 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?
bool System; ///< Is the System key pressed?
};
////////////////////////////////////////////////////////////
@ -261,35 +110,35 @@ public :
};
////////////////////////////////////////////////////////////
/// \brief Joystick axis move event parameters (JoyMoved)
/// \brief Joystick connection events parameters
/// (JoystickConnected, JoystickDisconnected)
///
////////////////////////////////////////////////////////////
struct JoyMoveEvent
struct JoystickConnectEvent
{
unsigned int JoystickId; ///< Index of the joystick (in range [0 .. Joy::Count - 1])
Joy::Axis Axis; ///< Axis on which the joystick moved
float Position; ///< New position on the axis (in range [-100 .. 100])
unsigned int JoystickId; ///< Index of the joystick (in range [0 .. Joystick::Count - 1])
};
////////////////////////////////////////////////////////////
/// \brief Joystick axis move event parameters (JoystickMoved)
///
////////////////////////////////////////////////////////////
struct JoystickMoveEvent
{
unsigned int JoystickId; ///< Index of the joystick (in range [0 .. Joystick::Count - 1])
Joystick::Axis Axis; ///< Axis on which the joystick moved
float Position; ///< New position on the axis (in range [-100 .. 100])
};
////////////////////////////////////////////////////////////
/// \brief Joystick buttons events parameters
/// (JoyButtonPressed, JoyButtonReleased)
/// (JoystickButtonPressed, JoystickButtonReleased)
///
////////////////////////////////////////////////////////////
struct JoyButtonEvent
struct JoystickButtonEvent
{
unsigned int JoystickId; ///< Index of the joystick (in range [0 .. Joy::Count - 1])
unsigned int Button; ///< Index of the button that has been pressed (in range [0 .. Joy::ButtonCount - 1])
};
////////////////////////////////////////////////////////////
/// \brief Size events parameters (Resized)
///
////////////////////////////////////////////////////////////
struct SizeEvent
{
unsigned int Width; ///< New width, in pixels
unsigned int Height; ///< New height, in pixels
unsigned int JoystickId; ///< Index of the joystick (in range [0 .. Joystick::Count - 1])
unsigned int Button; ///< Index of the button that has been pressed (in range [0 .. Joystick::ButtonCount - 1])
};
////////////////////////////////////////////////////////////
@ -298,24 +147,26 @@ public :
////////////////////////////////////////////////////////////
enum EventType
{
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
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
JoystickButtonPressed, ///< A joystick button was pressed
JoystickButtonReleased, ///< A joystick button was released
JoystickMoved, ///< The joystick moved along an axis
JoystickConnected, ///< A joystick was connected
JoystickDisconnected, ///< A joystick was disconnected
Count ///< Keep last -- the total number of event types
Count ///< Keep last -- the total number of event types
};
////////////////////////////////////////////////////////////
@ -325,14 +176,15 @@ public :
union
{
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
SizeEvent Size; ///< Size event parameters
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
JoystickMoveEvent JoystickMove; ///< Joystick move event parameters
JoystickButtonEvent JoystickButton; ///< Joystick button event parameters
JoystickConnectEvent JoystickConnect; ///< Joystick (dis)connect event parameters
};
};

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@ -1,198 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_INPUT_HPP
#define SFML_INPUT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/Window/Event.hpp>
namespace sf
{
class Window;
////////////////////////////////////////////////////////////
/// \brief Give access to the real-time states of keyboard,
/// mouse and joysticks
///
////////////////////////////////////////////////////////////
class SFML_API Input : NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
Input();
////////////////////////////////////////////////////////////
/// \brief Get the current state of a key (pressed or released)
///
/// \param key Code of the key to test
///
/// \return True if key is down, false if key is up
///
////////////////////////////////////////////////////////////
bool IsKeyDown(Key::Code key) const;
////////////////////////////////////////////////////////////
/// \brief Get the current state of a mouse button (pressed or released)
///
/// \param button Code of the mouse button to check
///
/// \return True if button is down, false if button is up
///
////////////////////////////////////////////////////////////
bool IsMouseButtonDown(Mouse::Button button) const;
////////////////////////////////////////////////////////////
/// \brief Get the current state of a joystick button (pressed or released)
///
/// \param joystick Index of the joystick to test (in range [0 .. Joy::Count - 1])
/// \param button Index of the button to test (in range [0 .. Joy::ButtonCount - 1])
///
/// \return True if button is down, false if button is up
///
////////////////////////////////////////////////////////////
bool IsJoystickButtonDown(unsigned int joystick, unsigned int button) const;
////////////////////////////////////////////////////////////
/// \brief Get the current mouse X position
///
/// The returned position is relative to the left border
/// of the owner window.
///
/// \return Current mouse left position
///
////////////////////////////////////////////////////////////
int GetMouseX() const;
////////////////////////////////////////////////////////////
/// \brief Get the current mouse Y position
///
/// The returned position is relative to the top border
/// of the owner window.
///
/// \return Current mouse top position
///
////////////////////////////////////////////////////////////
int GetMouseY() const;
////////////////////////////////////////////////////////////
/// \brief Get the current position of a joystick axis
///
/// The returned position is in the range [-100 .. 100], except
/// the POV which is an angle and is thus defined in [0 .. 360].
///
/// \param joystick Index of the joystick to test (in range [0 .. Joy::Count - 1])
/// \param axis Axis to test
///
/// \return Current axis position
///
////////////////////////////////////////////////////////////
float GetJoystickAxis(unsigned int joystick, Joy::Axis axis) const;
private :
friend class Window;
////////////////////////////////////////////////////////////
/// \brief Notifies the input of a new event
///
/// This function is for internal use only, it is called by
/// the owner window every time a new event has been triggered.
///
/// \param event Event received
///
////////////////////////////////////////////////////////////
void OnEvent(const Event& event);
////////////////////////////////////////////////////////////
/// Reset all the states
///
////////////////////////////////////////////////////////////
void ResetStates();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
bool myKeys[Key::Count]; ///< Array containing the state of all keyboard keys
bool myMouseButtons[Mouse::ButtonCount]; ///< Array containing the state of all mouse buttons
int myMouseX; ///< Mouse position on X
int myMouseY; ///< Mouse position on Y
bool myJoystickButtons[Joy::Count][Joy::ButtonCount]; ///< Array containing the state of all joysticks buttons
float myJoystickAxis[Joy::Count][Joy::AxisCount]; ///< Joysticks position on each axis
};
} // namespace sf
#endif // SFML_INPUT_HPP
////////////////////////////////////////////////////////////
/// \class sf::Input
/// \ingroup window
///
/// 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.f * 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
///
////////////////////////////////////////////////////////////

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@ -0,0 +1,203 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_JOYSTICK_HPP
#define SFML_JOYSTICK_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Give access to the real-time state of the joysticks
///
////////////////////////////////////////////////////////////
class SFML_API Joystick
{
public :
////////////////////////////////////////////////////////////
/// \brief Constants related to joysticks capabilities
///
////////////////////////////////////////////////////////////
enum
{
Count = 8, ///< Maximum number of supported joysticks
ButtonCount = 32, ///< Maximum number of supported buttons
AxisCount = 8 ///< Maximum number of supported axes
};
////////////////////////////////////////////////////////////
/// \brief Axes supported by SFML joysticks
///
////////////////////////////////////////////////////////////
enum Axis
{
X, ///< The X axis
Y, ///< The Y axis
Z, ///< The Z axis
R, ///< The R axis
U, ///< The U axis
V, ///< The V axis
PovX, ///< The X axis of the point-of-view hat
PovY ///< The Y axis of the point-of-view hat
};
////////////////////////////////////////////////////////////
/// \brief Check if a joystick is connected
///
/// \param joystick Index of the joystick to check
///
/// \return True if the joystick is connected, false otherwise
///
////////////////////////////////////////////////////////////
static bool IsConnected(unsigned int joystick);
////////////////////////////////////////////////////////////
/// \brief Return the number of buttons supported by a joystick
///
/// If the joystick is not connected, this function returns 0.
///
/// \param joystick Index of the joystick
///
/// \return Number of buttons supported by the joystick
///
////////////////////////////////////////////////////////////
static unsigned int GetButtonCount(unsigned int joystick);
////////////////////////////////////////////////////////////
/// \brief Check if a joystick supports a given axis
///
/// If the joystick is not connected, this function returns false.
///
/// \param joystick Index of the joystick
/// \param axis Axis to check
///
/// \return True if the joystick supports the axis, false otherwise
///
////////////////////////////////////////////////////////////
static bool HasAxis(unsigned int joystick, Axis axis);
////////////////////////////////////////////////////////////
/// \brief Check if a joystick button is pressed
///
/// If the joystick is not connected, this function returns false.
///
/// \param joystick Index of the joystick
/// \param button Button to check
///
/// \return True if the button is pressed, false otherwise
///
////////////////////////////////////////////////////////////
static bool IsButtonPressed(unsigned int joystick, int button);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a joystick axis
///
/// If the joystick is not connected, this function returns 0.
///
/// \param joystick Index of the joystick
/// \param axis Axis to check
///
/// \return Current position of the axis, in range [-100 .. 100]
///
////////////////////////////////////////////////////////////
static float GetAxisPosition(unsigned int joystick, Axis axis);
////////////////////////////////////////////////////////////
/// \brief Update the states of all joysticks
///
/// This function is used internally by SFML, so you normally
/// don't have to call it explicitely. However, you may need to
/// call it if you have no window yet (or no window at all):
/// in this case the joysticks states are not updated automatically.
///
////////////////////////////////////////////////////////////
static void Update();
};
} // namespace sf
#endif // SFML_JOYSTICK_HPP
////////////////////////////////////////////////////////////
/// \class sf::Joystick
/// \ingroup window
///
/// sf::Joystick provides an interface to the state of the
/// joysticks. It only contains static functions, so it's not
/// meant to be instanciated. Instead, each joystick is identified
/// by an index that is passed to the functions of this class.
///
/// This class allows users to query the state of joysticks at any
/// time and directly, without having to deal with a window and
/// its events. Compared to the JoystickMoved, JoystickButtonPressed
/// and JoystickButtonReleased events, sf::Joystick can retrieve the
/// state of axes and buttons of joysticks at any time
/// (you don't need to store and update a boolean on your side
/// in order to know if a button is pressed or released), and you
/// always get the real state of joysticks, even if they are
/// moved, pressed or released when your window is out of focus
/// and no event is triggered.
///
/// SFML supports:
/// \li 8 joysticks (sf::Joystick::Count)
/// \li 32 buttons per joystick (sf::Joystick::ButtonCount)
/// \li 8 axes per joystick (sf::Joystick::AxisCount)
///
/// Unlike the keyboard or mouse, the state of joysticks is sometimes
/// not directly available (depending on the OS), therefore an Update()
/// function must be called in order to update the current state of
/// joysticks. When you have a window with event handling, this is done
/// automatically, you don't need to call anything. But if you have no
/// window, or if you want to check joysticks state before creating one,
/// you must call sf::Joystick::Update explicitely.
///
/// Usage example:
/// \code
/// // Is joystick #0 connected?
/// bool connected = sf::Joystick::IsConnected(0);
///
/// // How many buttons does joystick #0 support?
/// unsigned int buttons = sf::Joystick::GetButtonCount(0);
///
/// // Does joystick #0 define a X axis?
/// bool hasX = sf::Joystick::HasAxis(0, sf::Joystick::X);
///
/// // Is button #2 pressed on joystick #0?
/// bool pressed = sf::Joystick::IsButtonPressed(0, 2);
///
/// // What's the current position of the Y axis on joystick #0?
/// float position = sf::Joystick::GetAxisPosition(0, sf::Joystick::Y);
/// \endcode
///
/// \see sf::Keyboard, sf::Mouse
///
////////////////////////////////////////////////////////////

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@ -0,0 +1,208 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_KEYBOARD_HPP
#define SFML_KEYBOARD_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Give access to the real-time state of the keyboard
///
////////////////////////////////////////////////////////////
class SFML_API Keyboard
{
public :
////////////////////////////////////////////////////////////
/// \brief Key codes
///
////////////////////////////////////////////////////////////
enum Key
{
A, ///< The A key
B, ///< The B key
C, ///< The C key
D, ///< The D key
E, ///< The E key
F, ///< The F key
G, ///< The G key
H, ///< The H key
I, ///< The I key
J, ///< The J key
K, ///< The K key
L, ///< The L key
M, ///< The M key
N, ///< The N key
O, ///< The O key
P, ///< The P key
Q, ///< The Q key
R, ///< The R key
S, ///< The S key
T, ///< The T key
U, ///< The U key
V, ///< The V key
W, ///< The W key
X, ///< The X key
Y, ///< The Y key
Z, ///< The Z key
Num0, ///< The 0 key
Num1, ///< The 1 key
Num2, ///< The 2 key
Num3, ///< The 3 key
Num4, ///< The 4 key
Num5, ///< The 5 key
Num6, ///< The 6 key
Num7, ///< The 7 key
Num8, ///< The 8 key
Num9, ///< The 9 key
Escape, ///< The Escape key
LControl, ///< The left Control key
LShift, ///< The left Shift key
LAlt, ///< The left Alt key
LSystem, ///< The left OS specific key: window (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: window (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, ///< *
Divide, ///< /
Left, ///< Left arrow
Right, ///< Right arrow
Up, ///< Up arrow
Down, ///< Down arrow
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
KeyCount ///< Keep last -- the total number of keyboard keys
};
////////////////////////////////////////////////////////////
/// \brief Check if a key is pressed
///
/// \param key Key to check
///
/// \return True if the key is pressed, false otherwise
///
////////////////////////////////////////////////////////////
static bool IsKeyPressed(Key key);
};
} // namespace sf
#endif // SFML_KEYBOARD_HPP
////////////////////////////////////////////////////////////
/// \class sf::Keyboard
/// \ingroup window
///
/// sf::Keyboard provides an interface to the state of the
/// keyboard. It only contains static functions (a single
/// keyboard is assumed), so it's not meant to be instanciated.
///
/// This class allows users to query the keyboard state at any
/// time and directly, without having to deal with a window and
/// its events. Compared to the KeyPressed and KeyReleased events,
/// sf::Keyboard can retrieve the state of a key at any time
/// (you don't need to store and update a boolean on your side
/// in order to know if a key is pressed or released), and you
/// always get the real state of the keyboard, even if keys are
/// pressed or released when your window is out of focus and no
/// event is triggered.
///
/// Usage example:
/// \code
/// if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Left))
/// {
/// // move left...
/// }
/// else if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Right))
/// {
/// // move right...
/// }
/// else if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape))
/// {
/// // quit...
/// }
/// \endcode
///
/// \see sf::Joystick, sf::Mouse
///
////////////////////////////////////////////////////////////

View file

@ -0,0 +1,131 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_MOUSE_HPP
#define SFML_MOUSE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/Vector2.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Give access to the real-time state of the mouse
///
////////////////////////////////////////////////////////////
class SFML_API Mouse
{
public :
////////////////////////////////////////////////////////////
/// \brief Mouse buttons
///
////////////////////////////////////////////////////////////
enum Button
{
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
ButtonCount ///< Keep last -- the total number of mouse buttons
};
////////////////////////////////////////////////////////////
/// \brief Check if a mouse button is pressed
///
/// \param button Button to check
///
/// \return True if the button is pressed, false otherwise
///
////////////////////////////////////////////////////////////
static bool IsButtonPressed(Button button);
////////////////////////////////////////////////////////////
/// \brief Get the current position of the mouse
///
/// This function returns the current position of the mouse
/// cursor.
/// If the cursor is over a SFML window, the returned position
/// is relative to this window. Otherwise, the returned position
/// is in desktop coordinates.
///
/// \return Current position of the mouse
///
////////////////////////////////////////////////////////////
static Vector2i GetPosition();
};
} // namespace sf
#endif // SFML_MOUSE_HPP
////////////////////////////////////////////////////////////
/// \class sf::Mouse
/// \ingroup window
///
/// sf::Mouse provides an interface to the state of the
/// mouse. It only contains static functions (a single
/// mouse is assumed), so it's not meant to be instanciated.
///
/// This class allows users to query the mouse state at any
/// time and directly, without having to deal with a window and
/// its events. Compared to the MouseMoved, MouseButtonPressed
/// and MouseButtonReleased events, sf::Mouse can retrieve the
/// state of the cursor and the buttons at any time
/// (you don't need to store and update a boolean on your side
/// in order to know if a button is pressed or released), and you
/// always get the real state of the mouse, even if it is
/// moved, pressed or released when your window is out of focus
/// and no event is triggered.
///
/// Note that the sf::Mouse::GetPosition function has a special
/// behaviour: it returns the cursor position relative to the
/// window which has the mouse focus (ie. the window on which
/// the cursor is).
///
/// Usage example:
/// \code
/// if (sf::Mouse::IsButtonPressed(sf::Mouse::Left))
/// {
/// // left click...
/// }
/// else if (sf::Mouse::IsButtonPressed(sf::Mouse::Right))
/// {
/// // right click...
/// }
///
/// sf::Vector2i position = sf::Mouse::GetPosition();
/// \endcode
///
/// \see sf::Joystick, sf::Keyboard
///
////////////////////////////////////////////////////////////

View file

@ -29,12 +29,12 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/ContextSettings.hpp>
#include <SFML/Window/Input.hpp>
#include <SFML/Window/VideoMode.hpp>
#include <SFML/Window/WindowHandle.hpp>
#include <SFML/Window/WindowStyle.hpp>
#include <SFML/Window/GlResource.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <string>
@ -287,6 +287,14 @@ public :
////////////////////////////////////////////////////////////
void SetCursorPosition(unsigned int x, unsigned int y);
////////////////////////////////////////////////////////////
/// \brief Get the position of the mouse cursor
///
/// \return Current mouse cursor position, relative to the window
///
////////////////////////////////////////////////////////////
Vector2i GetCursorPosition() const;
////////////////////////////////////////////////////////////
/// \brief Change the position of the window on screen
///
@ -384,17 +392,6 @@ public :
////////////////////////////////////////////////////////////
void Display();
////////////////////////////////////////////////////////////
/// \brief Get the input manager attached the window
///
/// This input gives access to the real-time state of
/// keyboard, mouse and joysticks for this window.
///
/// \return Read-only reference to the input manager
///
////////////////////////////////////////////////////////////
const Input& GetInput() const;
////////////////////////////////////////////////////////////
/// \brief Limit the framerate to a maximum fixed frequency
///
@ -447,6 +444,16 @@ public :
////////////////////////////////////////////////////////////
WindowHandle GetSystemHandle() const;
////////////////////////////////////////////////////////////
/// \brief Get the window which is under the mouse cursor
///
/// This function is for internal use.
///
/// \return Pointer to the mouse focus window (NULL if not)
///
////////////////////////////////////////////////////////////
static const Window* GetMouseFocusWindow();
private :
////////////////////////////////////////////////////////////
@ -493,7 +500,6 @@ private :
////////////////////////////////////////////////////////////
priv::WindowImpl* myWindow; ///< Platform-specific implementation of the window
priv::GlContext* myContext; ///< Platform-specific implementation of the OpenGL context
Input myInput; ///< Input manager connected to window
Clock myClock; ///< Clock for measuring the elapsed time between frames
Uint32 myLastFrameTime; ///< Time elapsed since last frame
unsigned int myFramerateLimit; ///< Current framerate limit
@ -523,8 +529,7 @@ private :
/// The sf::Window class provides a simple interface for manipulating
/// the window: move, resize, show/hide, control mouse cursor, etc.
/// It also provides event handling through its PollEvent() and WaitEvent()
/// functions, and real-time state handling with its attached sf::Input
/// object (see GetInput()).
/// functions.
///
/// Note that OpenGL experts can pass their own parameters (antialiasing
/// level, bits for the depth and stencil buffers, etc.) to the