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 committed by Marco Antognini
parent edf82be16b
commit c850d3b111
48 changed files with 2969 additions and 1517 deletions

View file

@ -179,19 +179,19 @@ int main()
if (event.Type == sf::Event::KeyPressed)
{
// Escape key : exit
if (event.Key.Code == sf::Key::Escape)
if (event.Key.Code == sf::Keyboard::Escape)
window.Close();
// Numpad : switch effect
switch (event.Key.Code)
{
case sf::Key::Numpad1 : backgroundShader.GotoPrevious(); break;
case sf::Key::Numpad4 : backgroundShader.GotoNext(); break;
case sf::Key::Numpad2 : entityShader.GotoPrevious(); break;
case sf::Key::Numpad5 : entityShader.GotoNext(); break;
case sf::Key::Numpad3 : globalShader.GotoPrevious(); break;
case sf::Key::Numpad6 : globalShader.GotoNext(); break;
default : break;
case sf::Keyboard::Numpad1 : backgroundShader.GotoPrevious(); break;
case sf::Keyboard::Numpad4 : backgroundShader.GotoNext(); break;
case sf::Keyboard::Numpad2 : entityShader.GotoPrevious(); break;
case sf::Keyboard::Numpad5 : entityShader.GotoNext(); break;
case sf::Keyboard::Numpad3 : globalShader.GotoPrevious(); break;
case sf::Keyboard::Numpad6 : globalShader.GotoNext(); break;
default : break;
}
// Update the text
@ -202,8 +202,8 @@ int main()
}
// Get the mouse position in the range [0, 1]
float mouseX = window.GetInput().GetMouseX() / static_cast<float>(window.GetWidth());
float mouseY = window.GetInput().GetMouseY() / static_cast<float>(window.GetHeight());
float mouseX = window.GetCursorPosition().x / static_cast<float>(window.GetWidth());
float mouseY = window.GetCursorPosition().y / static_cast<float>(window.GetHeight());
// Update the shaders
backgroundShader.Update(mouseX, mouseY);
@ -265,7 +265,7 @@ void DisplayError()
window.Close();
// Escape key : exit
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape))
window.Close();
}