Updated rdoc commentaries in the window module.

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1656 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
groogy 2010-11-16 13:25:59 +00:00
parent 26883e3ab4
commit f8bfec9321
5 changed files with 352 additions and 20 deletions

View file

@ -35,24 +35,24 @@
* SFML::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
* solution here is to use SFML::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.
* Note that instances of SFML::Input cannot be created directly, they must be
* retrieved from a window (SFML::Window) with the SFML::Window#input method.
*
* Usage example:
*
* # Retrieve the input object attached to our window
* input = window.getInput();
* input = window.input
*
* # Move an entity according to the current keys state
* offset = 5.0 * window.GetFrameTime(); # 5 pixels/sec
* entity.move( -offset, 0 ) if input.isKeyDown?( SFML::Key::Left )
* entity.move( offset, 0 ) if input.isKeyDown?( SFML::Key::Right )
* entity.move( 0, -offset ) if input.isKeyDown?( SFML::Key::Up )
* entity.move( 0, offset ) if input.isKeyDown?( SFML::Key::Down )
* offset = 5.0 * window.frameTime # 5 pixels/sec
* entity.move( -offset, 0 ) if input.keyDown?( SFML::Key::Left )
* entity.move( offset, 0 ) if input.keyDown?( SFML::Key::Right )
* entity.move( 0, -offset ) if input.keyDown?( SFML::Key::Up )
* entity.move( 0, offset ) if input.keyDown?( SFML::Key::Down )
*/
VALUE globalInputClass;
@ -166,7 +166,8 @@ static VALUE Input_GetJoystickAxis( VALUE self, VALUE aJoystick, VALUE anAxis )
/* call-seq:
* Input.new() -> input
*
* The constructor creates a new input.
* This will create a new input object. though it will not receive any updates of events.
* You should aquire an input object from the SFML::Window#input method.
*/
static VALUE Input_New( int argc, VALUE * args, VALUE aKlass )
{