89 lines
3.2 KiB
C++
89 lines
3.2 KiB
C++
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/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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#include "Input.hpp"
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#include "main.hpp"
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#include <SFML/Window/Input.hpp>
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/* SFML::Input provides a way to access the state of keys, mouse buttons,
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* mouse position, joystick buttons and jostick axis.
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*
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* SFML::Input provides the same informations as the event system, but these
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* informations can be accessed at any time, which is more convenient in many
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* situations.
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*
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* For example, to move an entity you can decide to catch the
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* SFML::Event::KeyPressed event on arrow keys. But if you do so, you will only
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* receive one event when the key gets pressed (or repeated events if you
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* activated this feature), thus the entity will not move smoothly. The best
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* solution here is to use sf::Input::IsKeyDown so that you can update your
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* entity's position at every iteration of your game loop, not only when you
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* catch a KeyPressed event.
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*
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* Note that instances of sf::Input cannot be created directly, they must be
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* retrieved from a window (sf::Window) with its GetInput() function.
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*
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* Usage example:
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*
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* # Retrieve the input object attached to our window
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* input = window.getInput();
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*
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* # Move an entity according to the current keys state
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* offset = 5.0 * window.GetFrameTime(); # 5 pixels/sec
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* entity.move( -offset, 0 ) if input.isKeyDown(SFML::Key::Left) == true
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* entity.move( offset, 0 ) if input.isKeyDown(SFML::Key::Right) == true
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* entity.move( 0, -offset ) if input.isKeyDown(SFML::Key::Up) == true
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* entity.move( 0, offset ) if input.isKeyDown(SFML::Key::Down) == true
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*/
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VALUE globalInputClass;
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/* Free a heap allocated object
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* Not accessible trough ruby directly!
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*/
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static void Input_Free( sf::Event *anObject )
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{
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delete anObject;
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}
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/* call-seq:
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* Input.new() -> input
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*
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* The constructor creates a new input.
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*/
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static VALUE Input_New( int argc, VALUE * args, VALUE aKlass )
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{
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sf::Input *object = new sf::Input();
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VALUE rbData = Data_Wrap_Struct( aKlass, 0, Input_Free, object );
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rb_obj_call_init( rbData, argc, args );
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return rbData;
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}
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void Init_Input( void )
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{
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globalInputClass = rb_define_class_under( GetNamespace(), "Input", rb_cObject );
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// Class methods
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rb_define_singleton_method( globalInputClass, "new", FUNCPTR( Input_New ), -1 );
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// Instance methods
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}
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