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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48 changed files with 2969 additions and 1517 deletions
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@ -29,12 +29,12 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/ContextSettings.hpp>
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#include <SFML/Window/Input.hpp>
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#include <SFML/Window/VideoMode.hpp>
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#include <SFML/Window/WindowHandle.hpp>
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#include <SFML/Window/WindowStyle.hpp>
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#include <SFML/Window/GlResource.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/System/NonCopyable.hpp>
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#include <string>
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@ -287,6 +287,14 @@ public :
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////////////////////////////////////////////////////////////
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void SetCursorPosition(unsigned int x, unsigned int y);
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////////////////////////////////////////////////////////////
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/// \brief Get the position of the mouse cursor
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///
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/// \return Current mouse cursor position, relative to the window
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///
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////////////////////////////////////////////////////////////
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Vector2i GetCursorPosition() const;
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////////////////////////////////////////////////////////////
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/// \brief Change the position of the window on screen
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///
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@ -384,17 +392,6 @@ public :
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////////////////////////////////////////////////////////////
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void Display();
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////////////////////////////////////////////////////////////
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/// \brief Get the input manager attached the window
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///
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/// This input gives access to the real-time state of
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/// keyboard, mouse and joysticks for this window.
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///
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/// \return Read-only reference to the input manager
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///
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////////////////////////////////////////////////////////////
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const Input& GetInput() const;
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////////////////////////////////////////////////////////////
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/// \brief Limit the framerate to a maximum fixed frequency
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///
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@ -447,6 +444,16 @@ public :
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////////////////////////////////////////////////////////////
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WindowHandle GetSystemHandle() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the window which is under the mouse cursor
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///
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/// This function is for internal use.
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///
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/// \return Pointer to the mouse focus window (NULL if not)
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///
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////////////////////////////////////////////////////////////
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static const Window* GetMouseFocusWindow();
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private :
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////////////////////////////////////////////////////////////
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@ -493,7 +500,6 @@ private :
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////////////////////////////////////////////////////////////
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priv::WindowImpl* myWindow; ///< Platform-specific implementation of the window
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priv::GlContext* myContext; ///< Platform-specific implementation of the OpenGL context
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Input myInput; ///< Input manager connected to window
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Clock myClock; ///< Clock for measuring the elapsed time between frames
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Uint32 myLastFrameTime; ///< Time elapsed since last frame
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unsigned int myFramerateLimit; ///< Current framerate limit
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@ -523,8 +529,7 @@ private :
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/// The sf::Window class provides a simple interface for manipulating
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/// the window: move, resize, show/hide, control mouse cursor, etc.
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/// It also provides event handling through its PollEvent() and WaitEvent()
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/// functions, and real-time state handling with its attached sf::Input
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/// object (see GetInput()).
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/// functions.
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///
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/// Note that OpenGL experts can pass their own parameters (antialiasing
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/// level, bits for the depth and stencil buffers, etc.) to the
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