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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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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