Updated CSFML and SFML.Net to the new input classes
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@ -257,16 +257,6 @@ CSFML_API void sfRenderWindow_RestoreGLStates(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_Display(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// Get the input manager of a window
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///
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/// \param renderWindow : Renderwindow object
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///
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/// \return Reference to the input
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///
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////////////////////////////////////////////////////////////
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CSFML_API const sfInput* sfRenderWindow_GetInput(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// Limit the framerate to a maximum fixed frequency for a window
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///
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@ -32,7 +32,9 @@
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#include <SFML/System.h>
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#include <SFML/Window/Context.h>
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#include <SFML/Window/Event.h>
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#include <SFML/Window/Input.h>
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#include <SFML/Window/Joystick.h>
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#include <SFML/Window/Keyboard.h>
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#include <SFML/Window/Mouse.h>
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#include <SFML/Window/VideoMode.h>
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#include <SFML/Window/Window.h>
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@ -28,145 +28,9 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.h>
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////////////////////////////////////////////////////////////
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/// Definition of key codes for keyboard events
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////////////////////////////////////////////////////////////
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typedef enum
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{
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sfKeyA = 'a',
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sfKeyB = 'b',
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sfKeyC = 'c',
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sfKeyD = 'd',
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sfKeyE = 'e',
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sfKeyF = 'f',
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sfKeyG = 'g',
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sfKeyH = 'h',
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sfKeyI = 'i',
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sfKeyJ = 'j',
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sfKeyK = 'k',
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sfKeyL = 'l',
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sfKeyM = 'm',
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sfKeyN = 'n',
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sfKeyO = 'o',
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sfKeyP = 'p',
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sfKeyQ = 'q',
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sfKeyR = 'r',
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sfKeyS = 's',
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sfKeyT = 't',
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sfKeyU = 'u',
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sfKeyV = 'v',
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sfKeyW = 'w',
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sfKeyX = 'x',
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sfKeyY = 'y',
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sfKeyZ = 'z',
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sfKeyNum0 = '0',
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sfKeyNum1 = '1',
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sfKeyNum2 = '2',
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sfKeyNum3 = '3',
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sfKeyNum4 = '4',
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sfKeyNum5 = '5',
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sfKeyNum6 = '6',
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sfKeyNum7 = '7',
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sfKeyNum8 = '8',
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sfKeyNum9 = '9',
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sfKeyEscape = 256,
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sfKeyLControl,
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sfKeyLShift,
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sfKeyLAlt,
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sfKeyLSystem, ///< OS specific key (left side) : windows (Win and Linux), apple (MacOS), ...
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sfKeyRControl,
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sfKeyRShift,
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sfKeyRAlt,
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sfKeyRSystem, ///< OS specific key (right side) : windows (Win and Linux), apple (MacOS), ...
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sfKeyMenu,
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sfKeyLBracket, ///< [
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sfKeyRBracket, ///< ]
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sfKeySemiColon, ///< ;
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sfKeyComma, ///< ,
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sfKeyPeriod, ///< .
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sfKeyQuote, ///< '
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sfKeySlash, ///< /
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sfKeyBackSlash,
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sfKeyTilde, ///< ~
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sfKeyEqual, ///< =
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sfKeyDash, ///< -
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sfKeySpace,
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sfKeyReturn,
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sfKeyBack,
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sfKeyTab,
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sfKeyPageUp,
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sfKeyPageDown,
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sfKeyEnd,
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sfKeyHome,
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sfKeyInsert,
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sfKeyDelete,
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sfKeyAdd, ///< +
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sfKeySubtract, ///< -
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sfKeyMultiply, ///< *
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sfKeyDivide, ///< /
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sfKeyLeft, ///< Left arrow
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sfKeyRight, ///< Right arrow
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sfKeyUp, ///< Up arrow
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sfKeyDown, ///< Down arrow
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sfKeyNumpad0,
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sfKeyNumpad1,
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sfKeyNumpad2,
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sfKeyNumpad3,
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sfKeyNumpad4,
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sfKeyNumpad5,
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sfKeyNumpad6,
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sfKeyNumpad7,
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sfKeyNumpad8,
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sfKeyNumpad9,
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sfKeyF1,
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sfKeyF2,
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sfKeyF3,
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sfKeyF4,
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sfKeyF5,
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sfKeyF6,
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sfKeyF7,
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sfKeyF8,
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sfKeyF9,
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sfKeyF10,
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sfKeyF11,
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sfKeyF12,
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sfKeyF13,
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sfKeyF14,
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sfKeyF15,
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sfKeyPause,
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sfKeyCount // For internal use
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} sfKeyCode;
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////////////////////////////////////////////////////////////
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/// Definition of button codes for mouse events
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////////////////////////////////////////////////////////////
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typedef enum
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{
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sfButtonLeft,
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sfButtonRight,
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sfButtonMiddle,
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sfButtonX1,
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sfButtonX2
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} sfMouseButton;
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////////////////////////////////////////////////////////////
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/// Definition of joystick axis for joystick events
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////////////////////////////////////////////////////////////
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typedef enum
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{
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sfJoyAxisX,
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sfJoyAxisY,
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sfJoyAxisZ,
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sfJoyAxisR,
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sfJoyAxisU,
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sfJoyAxisV,
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sfJoyAxisPOV
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} sfJoyAxis;
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#include <SFML/Window/Joystick.h>
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#include <SFML/Window/Keyboard.h>
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#include <SFML/Window/Mouse.h>
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////////////////////////////////////////////////////////////
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@ -187,9 +51,11 @@ typedef enum
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sfEvtMouseMoved,
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sfEvtMouseEntered,
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sfEvtMouseLeft,
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sfEvtJoyButtonPressed,
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sfEvtJoyButtonReleased,
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sfEvtJoyMoved
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sfEvtJoystickButtonPressed,
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sfEvtJoystickButtonReleased,
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sfEvtJoystickMoved,
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sfEvtJoystickConnected,
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sfEvtJoystickDisconnected
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} sfEventType;
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@ -250,24 +116,33 @@ struct sfMouseWheelEvent
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////////////////////////////////////////////////////////////
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/// Joystick axis move event parameters
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////////////////////////////////////////////////////////////
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struct sfJoyMoveEvent
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struct sfJoystickMoveEvent
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{
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sfEventType Type;
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unsigned int JoystickId;
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sfJoyAxis Axis;
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sfJoystickAxis Axis;
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float Position;
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};
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////////////////////////////////////////////////////////////
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/// Joystick buttons events parameters
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////////////////////////////////////////////////////////////
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struct sfJoyButtonEvent
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struct sfJoystickButtonEvent
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{
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sfEventType Type;
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unsigned int JoystickId;
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unsigned int Button;
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};
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////////////////////////////////////////////////////////////
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/// Joystick connection/disconnection event parameters
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////////////////////////////////////////////////////////////
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struct sfJoystickConnectEvent
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{
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sfEventType Type;
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unsigned int JoystickId;
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};
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////////////////////////////////////////////////////////////
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/// Size events parameters
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////////////////////////////////////////////////////////////
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@ -288,14 +163,15 @@ typedef union
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// Member data
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////////////////////////////////////////////////////////////
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sfEventType Type; ///< Type of the event
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struct sfSizeEvent Size;
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struct sfKeyEvent Key;
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struct sfTextEvent Text;
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struct sfMouseMoveEvent MouseMove;
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struct sfMouseButtonEvent MouseButton;
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struct sfMouseWheelEvent MouseWheel;
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struct sfJoyMoveEvent JoyMove;
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struct sfJoyButtonEvent JoyButton;
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struct sfSizeEvent Size;
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struct sfJoystickMoveEvent JoystickMove;
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struct sfJoystickButtonEvent JoystickButton;
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struct sfJoystickConnectEvent JoystickConnect;
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} sfEvent;
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135
bindings/c/include/SFML/Window/Joystick.h
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135
bindings/c/include/SFML/Window/Joystick.h
Normal file
@ -0,0 +1,135 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held 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 it freely,
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// 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 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 source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_JOYSTICK_H
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#define SFML_JOYSTICK_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.h>
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////////////////////////////////////////////////////////////
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/// \brief Global joysticks capabilities
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///
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////////////////////////////////////////////////////////////
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enum
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{
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sfJoystickCount = 8, ///< Maximum number of supported joysticks
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sfJoystickButtonCount = 32, ///< Maximum number of supported buttons
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sfJoystickAxisCount = 8 ///< Maximum number of supported axes
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};
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////////////////////////////////////////////////////////////
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/// \brief Axes supported by SFML joysticks
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///
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////////////////////////////////////////////////////////////
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typedef enum
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{
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sfJoystickX, ///< The X axis
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sfJoystickY, ///< The Y axis
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sfJoystickZ, ///< The Z axis
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sfJoystickR, ///< The R axis
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sfJoystickU, ///< The U axis
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sfJoystickV, ///< The V axis
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sfJoystickPovX, ///< The X axis of the point-of-view hat
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sfJoystickPovY ///< The Y axis of the point-of-view hat
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} sfJoystickAxis;
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////////////////////////////////////////////////////////////
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/// \brief Check if a joystick is connected
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///
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/// \param joystick Index of the joystick to check
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///
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/// \return sfTrue if the joystick is connected, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfBool sfJoystick_IsConnected(unsigned int joystick);
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////////////////////////////////////////////////////////////
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/// \brief Return the number of buttons supported by a joystick
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///
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/// If the joystick is not connected, this function returns 0.
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///
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/// \param joystick Index of the joystick
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///
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/// \return Number of buttons supported by the joystick
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///
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////////////////////////////////////////////////////////////
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CSFML_API unsigned int sfJoystick_GetButtonCount(unsigned int joystick);
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////////////////////////////////////////////////////////////
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/// \brief Check if a joystick supports a given axis
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///
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/// If the joystick is not connected, this function returns false.
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///
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/// \param joystick Index of the joystick
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/// \param axis Axis to check
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///
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/// \return sfTrue if the joystick supports the axis, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfBool sfJoystick_HasAxis(unsigned int joystick, sfJoystickAxis axis);
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////////////////////////////////////////////////////////////
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/// \brief Check if a joystick button is pressed
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///
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/// If the joystick is not connected, this function returns false.
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///
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/// \param joystick Index of the joystick
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/// \param button Button to check
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///
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/// \return sfTrue if the button is pressed, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfBool sfJoystick_IsButtonPressed(unsigned int joystick, unsigned int button);
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////////////////////////////////////////////////////////////
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/// \brief Get the current position of a joystick axis
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///
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/// If the joystick is not connected, this function returns 0.
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///
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/// \param joystick Index of the joystick
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/// \param axis Axis to check
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///
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/// \return Current position of the axis, in range [-100 .. 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_API float sfJoystick_GetAxisPosition(unsigned int joystick, sfJoystickAxis axis);
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////////////////////////////////////////////////////////////
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/// \brief Update the states of all joysticks
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///
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/// This function is used internally by SFML, so you normally
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/// don't have to call it explicitely. However, you may need to
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/// call it if you have no window yet (or no window at all):
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/// in this case the joysticks states are not updated automatically.
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfJoystick_Update(void);
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#endif // SFML_JOYSTICK_H
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156
bindings/c/include/SFML/Window/Keyboard.h
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156
bindings/c/include/SFML/Window/Keyboard.h
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held 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 it freely,
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// 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 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 source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_KEYBOARD_H
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#define SFML_KEYBOARD_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.h>
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////////////////////////////////////////////////////////////
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/// \brief Key codes
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///
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////////////////////////////////////////////////////////////
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typedef enum
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{
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sfKeyA, ///< The A key
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sfKeyB, ///< The B key
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sfKeyC, ///< The C key
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sfKeyD, ///< The D key
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sfKeyE, ///< The E key
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sfKeyF, ///< The F key
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sfKeyG, ///< The G key
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sfKeyH, ///< The H key
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sfKeyI, ///< The I key
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sfKeyJ, ///< The J key
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sfKeyK, ///< The K key
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sfKeyL, ///< The L key
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sfKeyM, ///< The M key
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sfKeyN, ///< The N key
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sfKeyO, ///< The O key
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sfKeyP, ///< The P key
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sfKeyQ, ///< The Q key
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sfKeyR, ///< The R key
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sfKeyS, ///< The S key
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sfKeyT, ///< The T key
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sfKeyU, ///< The U key
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sfKeyV, ///< The V key
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sfKeyW, ///< The W key
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sfKeyX, ///< The X key
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sfKeyY, ///< The Y key
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sfKeyZ, ///< The Z key
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sfKeyNum0, ///< The 0 key
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sfKeyNum1, ///< The 1 key
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sfKeyNum2, ///< The 2 key
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sfKeyNum3, ///< The 3 key
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sfKeyNum4, ///< The 4 key
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sfKeyNum5, ///< The 5 key
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sfKeyNum6, ///< The 6 key
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sfKeyNum7, ///< The 7 key
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sfKeyNum8, ///< The 8 key
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sfKeyNum9, ///< The 9 key
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sfKeyEscape, ///< The Escape key
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sfKeyLControl, ///< The left Control key
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sfKeyLShift, ///< The left Shift key
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sfKeyLAlt, ///< The left Alt key
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sfKeyLSystem, ///< The left OS specific key: window (Windows and Linux), apple (MacOS X), ...
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sfKeyRControl, ///< The right Control key
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sfKeyRShift, ///< The right Shift key
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sfKeyRAlt, ///< The right Alt key
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sfKeyRSystem, ///< The right OS specific key: window (Windows and Linux), apple (MacOS X), ...
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sfKeyMenu, ///< The Menu key
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sfKeyLBracket, ///< The [ key
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sfKeyRBracket, ///< The ] key
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sfKeySemiColon, ///< The ; key
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sfKeyComma, ///< The , key
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sfKeyPeriod, ///< The . key
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sfKeyQuote, ///< The ' key
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sfKeySlash, ///< The / key
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sfKeyBackSlash, ///< The \ key
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sfKeyTilde, ///< The ~ key
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sfKeyEqual, ///< The = key
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sfKeyDash, ///< The - key
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sfKeySpace, ///< The Space key
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sfKeyReturn, ///< The Return key
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sfKeyBack, ///< The Backspace key
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sfKeyTab, ///< The Tabulation key
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sfKeyPageUp, ///< The Page up key
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sfKeyPageDown, ///< The Page down key
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sfKeyEnd, ///< The End key
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sfKeyHome, ///< The Home key
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sfKeyInsert, ///< The Insert key
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sfKeyDelete, ///< The Delete key
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sfKeyAdd, ///< +
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sfKeySubtract, ///< -
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sfKeyMultiply, ///< *
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sfKeyDivide, ///< /
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sfKeyLeft, ///< Left arrow
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sfKeyRight, ///< Right arrow
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sfKeyUp, ///< Up arrow
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sfKeyDown, ///< Down arrow
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sfKeyNumpad0, ///< The numpad 0 key
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sfKeyNumpad1, ///< The numpad 1 key
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sfKeyNumpad2, ///< The numpad 2 key
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sfKeyNumpad3, ///< The numpad 3 key
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sfKeyNumpad4, ///< The numpad 4 key
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sfKeyNumpad5, ///< The numpad 5 key
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sfKeyNumpad6, ///< The numpad 6 key
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sfKeyNumpad7, ///< The numpad 7 key
|
||||
sfKeyNumpad8, ///< The numpad 8 key
|
||||
sfKeyNumpad9, ///< The numpad 9 key
|
||||
sfKeyF1, ///< The F1 key
|
||||
sfKeyF2, ///< The F2 key
|
||||
sfKeyF3, ///< The F3 key
|
||||
sfKeyF4, ///< The F4 key
|
||||
sfKeyF5, ///< The F5 key
|
||||
sfKeyF6, ///< The F6 key
|
||||
sfKeyF7, ///< The F7 key
|
||||
sfKeyF8, ///< The F8 key
|
||||
sfKeyF9, ///< The F8 key
|
||||
sfKeyF10, ///< The F10 key
|
||||
sfKeyF11, ///< The F11 key
|
||||
sfKeyF12, ///< The F12 key
|
||||
sfKeyF13, ///< The F13 key
|
||||
sfKeyF14, ///< The F14 key
|
||||
sfKeyF15, ///< The F15 key
|
||||
sfKeyPause, ///< The Pause key
|
||||
|
||||
sfKeyCount ///< Keep last -- the total number of keyboard keys
|
||||
} sfKeyCode;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a key is pressed
|
||||
///
|
||||
/// \param key Key to check
|
||||
///
|
||||
/// \return sfTrue if the key is pressed, sfFalse otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
CSFML_API sfBool sfKeyboard_IsKeyPressed(sfKeyCode key);
|
||||
|
||||
|
||||
#endif // SFML_KEYBOARD_H
|
74
bindings/c/include/SFML/Window/Mouse.h
Normal file
74
bindings/c/include/SFML/Window/Mouse.h
Normal file
@ -0,0 +1,74 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)//
|
||||
// This software is provided 'as-is', without any express or implied warranty.
|
||||
// In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it freely,
|
||||
// subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented;
|
||||
// you must not claim that you wrote the original software.
|
||||
// If you use this software in a product, an acknowledgment
|
||||
// in the product documentation would be appreciated but is not required.
|
||||
//
|
||||
// 2. Altered source versions must be plainly marked as such,
|
||||
// and must not be misrepresented as being the original software.
|
||||
//
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef SFML_MOUSE_H
|
||||
#define SFML_MOUSE_H
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Config.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Mouse buttons
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
typedef enum
|
||||
{
|
||||
sfMouseLeft, ///< The left mouse button
|
||||
sfMouseRight, ///< The right mouse button
|
||||
sfMouseMiddle, ///< The middle (wheel) mouse button
|
||||
sfMouseXButton1, ///< The first extra mouse button
|
||||
sfMouseXButton2, ///< The second extra mouse button
|
||||
|
||||
sfMouseButtonCount ///< Keep last -- the total number of mouse buttons
|
||||
} sfMouseButton;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a mouse button is pressed
|
||||
///
|
||||
/// \param button Button to check
|
||||
///
|
||||
/// \return sfTrue if the button is pressed, sfFalse otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
CSFML_API sfBool sfMouse_IsButtonPressed(sfMouseButton button);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current position of the mouse
|
||||
///
|
||||
/// This function returns the current position of the mouse
|
||||
/// cursor.
|
||||
/// If the cursor is over a SFML window, the returned position
|
||||
/// is relative to this window. Otherwise, the returned position
|
||||
/// is in desktop coordinates.
|
||||
///
|
||||
/// \return Current position of the mouse
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
CSFML_API void sfMouse_GetPosition(int* x, int* y);
|
||||
|
||||
|
||||
#endif // SFML_MOUSE_H
|
@ -27,7 +27,6 @@
|
||||
|
||||
|
||||
typedef struct sfContext sfContext;
|
||||
typedef struct sfInput sfInput;
|
||||
typedef struct sfWindow sfWindow;
|
||||
|
||||
|
||||
|
@ -185,7 +185,17 @@ CSFML_API void sfWindow_ShowMouseCursor(sfWindow* window, sfBool show);
|
||||
/// \param top : Top coordinate of the cursor, relative to the window
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
CSFML_API void sfWindow_SetCursorPosition(sfWindow* window, unsigned int left, unsigned int Top);
|
||||
CSFML_API void sfWindow_SetCursorPosition(sfWindow* window, unsigned int left, unsigned int top);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the position of the mouse cursor on a window
|
||||
///
|
||||
/// \param window : Window object
|
||||
/// \param left : Left coordinate of the cursor, relative to the window
|
||||
/// \param top : Top coordinate of the cursor, relative to the window
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
CSFML_API void sfWindow_GetCursorPosition(sfWindow* window, int* left, int* top);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Change the position of a window on screen.
|
||||
@ -266,16 +276,6 @@ CSFML_API sfBool sfWindow_SetActive(sfWindow* window, sfBool active);
|
||||
////////////////////////////////////////////////////////////
|
||||
CSFML_API void sfWindow_Display(sfWindow* window);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the input manager of a window
|
||||
///
|
||||
/// \param window : Window object
|
||||
///
|
||||
/// \return Reference to the input
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
CSFML_API const sfInput* sfWindow_GetInput(sfWindow* window);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Limit the framerate to a maximum fixed frequency for a window
|
||||
///
|
||||
|
@ -79,16 +79,24 @@ inline void ConvertEvent(const sf::Event& SFMLEvent, sfEvent* event)
|
||||
event->MouseMove.Y = SFMLEvent.MouseMove.Y;
|
||||
break;
|
||||
|
||||
case sfEvtJoyButtonPressed :
|
||||
case sfEvtJoyButtonReleased :
|
||||
event->JoyButton.JoystickId = SFMLEvent.JoyButton.JoystickId;
|
||||
event->JoyButton.Button = SFMLEvent.JoyButton.Button;
|
||||
case sfEvtJoystickButtonPressed :
|
||||
case sfEvtJoystickButtonReleased :
|
||||
event->JoystickButton.JoystickId = SFMLEvent.JoystickButton.JoystickId;
|
||||
event->JoystickButton.Button = SFMLEvent.JoystickButton.Button;
|
||||
break;
|
||||
|
||||
case sfEvtJoyMoved :
|
||||
event->JoyMove.JoystickId = SFMLEvent.JoyMove.JoystickId;
|
||||
event->JoyMove.Axis = static_cast<sfJoyAxis>(SFMLEvent.JoyMove.Axis);
|
||||
event->JoyMove.Position = SFMLEvent.JoyMove.Position;
|
||||
case sfEvtJoystickMoved :
|
||||
event->JoystickMove.JoystickId = SFMLEvent.JoystickMove.JoystickId;
|
||||
event->JoystickMove.Axis = static_cast<sfJoystickAxis>(SFMLEvent.JoystickMove.Axis);
|
||||
event->JoystickMove.Position = SFMLEvent.JoystickMove.Position;
|
||||
break;
|
||||
|
||||
case sfEvtJoystickConnected :
|
||||
event->JoystickConnect.JoystickId = SFMLEvent.JoystickConnect.JoystickId;
|
||||
break;
|
||||
|
||||
case sfEvtJoystickDisconnected :
|
||||
event->JoystickConnect.JoystickId = SFMLEvent.JoystickConnect.JoystickId;
|
||||
break;
|
||||
|
||||
default :
|
||||
|
@ -31,7 +31,6 @@
|
||||
#include <SFML/Graphics/RenderImage.hpp>
|
||||
#include <SFML/Graphics/ImageStruct.h>
|
||||
#include <SFML/Graphics/ViewStruct.h>
|
||||
#include <SFML/Window/InputStruct.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -58,7 +58,6 @@ sfRenderWindow* sfRenderWindow_Create(sfVideoMode mode, const char* title, unsig
|
||||
// Create the window
|
||||
sfRenderWindow* renderWindow = new sfRenderWindow;
|
||||
renderWindow->This.Create(videoMode, title, style, params);
|
||||
renderWindow->Input.This = &renderWindow->This.GetInput();
|
||||
renderWindow->DefaultView.This = renderWindow->This.GetDefaultView();
|
||||
renderWindow->CurrentView.This = renderWindow->This.GetView();
|
||||
|
||||
@ -85,7 +84,6 @@ sfRenderWindow* sfRenderWindow_CreateFromHandle(sfWindowHandle handle, const sfC
|
||||
// Create the window
|
||||
sfRenderWindow* renderWindow = new sfRenderWindow;
|
||||
renderWindow->This.Create(handle, params);
|
||||
renderWindow->Input.This = &renderWindow->This.GetInput();
|
||||
renderWindow->DefaultView.This = renderWindow->This.GetDefaultView();
|
||||
renderWindow->CurrentView.This = renderWindow->This.GetView();
|
||||
|
||||
@ -320,17 +318,6 @@ void sfRenderWindow_Display(sfRenderWindow* renderWindow)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the input manager of a window
|
||||
////////////////////////////////////////////////////////////
|
||||
const sfInput* sfRenderWindow_GetInput(const sfRenderWindow* renderWindow)
|
||||
{
|
||||
CSFML_CHECK_RETURN(renderWindow, NULL);
|
||||
|
||||
return &renderWindow->Input;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Limit the framerate to a maximum fixed frequency for a window
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -30,7 +30,6 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <SFML/Graphics/ViewStruct.h>
|
||||
#include <SFML/Window/InputStruct.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -39,7 +38,6 @@
|
||||
struct sfRenderWindow
|
||||
{
|
||||
sf::RenderWindow This;
|
||||
sfInput Input;
|
||||
sfView DefaultView;
|
||||
sfView CurrentView;
|
||||
};
|
||||
|
@ -8,9 +8,12 @@ set(SRC
|
||||
${SRCROOT}/ContextStruct.h
|
||||
${INCROOT}/Context.h
|
||||
${INCROOT}/Event.h
|
||||
${SRCROOT}/Input.cpp
|
||||
${SRCROOT}/InputStruct.h
|
||||
${INCROOT}/Input.h
|
||||
${SRCROOT}/Joystick.cpp
|
||||
${SRCROOT}/Keyboard.cpp
|
||||
${SRCROOT}/Mouse.cpp
|
||||
${INCROOT}/Joystick.h
|
||||
${INCROOT}/Keyboard.h
|
||||
${INCROOT}/Mouse.h
|
||||
${INCROOT}/Types.h
|
||||
${SRCROOT}/VideoMode.cpp
|
||||
${INCROOT}/VideoMode.h
|
||||
|
@ -25,59 +25,60 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Input.h>
|
||||
#include <SFML/Window/InputStruct.h>
|
||||
#include <SFML/Window/Joystick.h>
|
||||
#include <SFML/Window/Joystick.hpp>
|
||||
#include <SFML/Internal.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the state of a key
|
||||
/// Check if a joystick is connected
|
||||
////////////////////////////////////////////////////////////
|
||||
sfBool sfInput_IsKeyDown(const sfInput* input, sfKeyCode code)
|
||||
sfBool sfJoystick_IsConnected(unsigned int joystick)
|
||||
{
|
||||
CSFML_CALL_PTR_RETURN(input, IsKeyDown((sf::Key::Code)code), sfFalse);
|
||||
return sf::Joystick::IsConnected(joystick) ? sfTrue : sfFalse;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the state of a mouse button
|
||||
/// Return the number of buttons supported by a joystick
|
||||
////////////////////////////////////////////////////////////
|
||||
sfBool sfInput_IsMouseButtonDown(const sfInput* input, sfMouseButton button)
|
||||
unsigned int sfJoystick_GetButtonCount(unsigned int joystick)
|
||||
{
|
||||
CSFML_CALL_PTR_RETURN(input, IsMouseButtonDown((sf::Mouse::Button)button), sfFalse);
|
||||
return sf::Joystick::GetButtonCount(joystick);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the state of a joystick button
|
||||
/// Check if a joystick supports a given axis
|
||||
////////////////////////////////////////////////////////////
|
||||
sfBool sfInput_IsJoystickButtonDown(const sfInput* input, unsigned int joyId, unsigned int button)
|
||||
sfBool sfJoystick_HasAxis(unsigned int joystick, sfJoystickAxis axis)
|
||||
{
|
||||
CSFML_CALL_PTR_RETURN(input, IsJoystickButtonDown(joyId, button), sfFalse);
|
||||
return sf::Joystick::HasAxis(joystick, static_cast<sf::Joystick::Axis>(axis)) ? sfTrue : sfFalse;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the mouse X position
|
||||
/// Check if a joystick button is pressed
|
||||
////////////////////////////////////////////////////////////
|
||||
int sfInput_GetMouseX(const sfInput* input)
|
||||
sfBool sfJoystick_IsButtonPressed(unsigned int joystick, unsigned int button)
|
||||
{
|
||||
CSFML_CALL_PTR_RETURN(input, GetMouseX(), 0);
|
||||
return sf::Joystick::IsButtonPressed(joystick, button) ? sfTrue : sfFalse;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the mouse Y position
|
||||
/// Get the current position of a joystick axis
|
||||
////////////////////////////////////////////////////////////
|
||||
int sfInput_GetMouseY(const sfInput* input)
|
||||
float sfJoystick_GetAxisPosition(unsigned int joystick, sfJoystickAxis axis)
|
||||
{
|
||||
CSFML_CALL_PTR_RETURN(input, GetMouseY(), 0);
|
||||
return sf::Joystick::GetAxisPosition(joystick, static_cast<sf::Joystick::Axis>(axis));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the joystick position on a given axis
|
||||
/// Update the states of all joysticks
|
||||
////////////////////////////////////////////////////////////
|
||||
float sfInput_GetJoystickAxis(const sfInput* input, unsigned int joyId, sfJoyAxis axis)
|
||||
void sfJoystick_Update(void)
|
||||
{
|
||||
CSFML_CALL_PTR_RETURN(input, GetJoystickAxis(joyId, (sf::Joy::Axis)axis), 0.f);
|
||||
sf::Joystick::Update();
|
||||
}
|
@ -22,22 +22,18 @@
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef SFML_INPUTSTRUCT_H
|
||||
#define SFML_INPUTSTRUCT_H
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Input.hpp>
|
||||
#include <SFML/Window/Keyboard.h>
|
||||
#include <SFML/Window/Keyboard.hpp>
|
||||
#include <SFML/Internal.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Internal structure of sfInput
|
||||
/// Check if a key is pressed
|
||||
////////////////////////////////////////////////////////////
|
||||
struct sfInput
|
||||
sfBool sfKeyboard_IsKeyPressed(sfKeyCode key)
|
||||
{
|
||||
const sf::Input* This;
|
||||
};
|
||||
|
||||
|
||||
#endif // SFML_INPUTSTRUCT_H
|
||||
return sf::Keyboard::IsKeyPressed(static_cast<sf::Keyboard::Key>(key));
|
||||
}
|
53
bindings/c/src/SFML/Window/Mouse.cpp
Normal file
53
bindings/c/src/SFML/Window/Mouse.cpp
Normal file
@ -0,0 +1,53 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied warranty.
|
||||
// In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it freely,
|
||||
// subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented;
|
||||
// you must not claim that you wrote the original software.
|
||||
// If you use this software in a product, an acknowledgment
|
||||
// in the product documentation would be appreciated but is not required.
|
||||
//
|
||||
// 2. Altered source versions must be plainly marked as such,
|
||||
// and must not be misrepresented as being the original software.
|
||||
//
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Mouse.h>
|
||||
#include <SFML/Window/Mouse.hpp>
|
||||
#include <SFML/Internal.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Check if a mouse button is pressed
|
||||
////////////////////////////////////////////////////////////
|
||||
sfBool sfMouse_IsButtonPressed(sfMouseButton button)
|
||||
{
|
||||
return sf::Mouse::IsButtonPressed(static_cast<sf::Mouse::Button>(button)) ? sfTrue : sfFalse;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the current position of the mouse
|
||||
////////////////////////////////////////////////////////////
|
||||
void sfMouse_GetPosition(int* x, int* y)
|
||||
{
|
||||
sf::Vector2i position = sf::Mouse::GetPosition();
|
||||
|
||||
if (x)
|
||||
*x = position.x;
|
||||
if (y)
|
||||
*y = position.y;
|
||||
}
|
@ -53,7 +53,6 @@ sfWindow* sfWindow_Create(sfVideoMode mode, const char* title, unsigned long sty
|
||||
// Create the window
|
||||
sfWindow* window = new sfWindow;
|
||||
window->This.Create(videoMode, title, style, params);
|
||||
window->Input.This = &window->This.GetInput();
|
||||
|
||||
return window;
|
||||
}
|
||||
@ -78,7 +77,6 @@ sfWindow* sfWindow_CreateFromHandle(sfWindowHandle handle, const sfContextSettin
|
||||
// Create the window
|
||||
sfWindow* window = new sfWindow;
|
||||
window->This.Create(handle, params);
|
||||
window->Input.This = &window->This.GetInput();
|
||||
|
||||
return window;
|
||||
}
|
||||
@ -220,6 +218,21 @@ void sfWindow_SetCursorPosition(sfWindow* window, unsigned int left, unsigned in
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the position of the mouse cursor on a window
|
||||
////////////////////////////////////////////////////////////
|
||||
void sfWindow_GetCursorPosition(sfWindow* window, int* left, int* top)
|
||||
{
|
||||
CSFML_CHECK(window);
|
||||
sf::Vector2i position = window->This.GetCursorPosition();
|
||||
|
||||
if (left)
|
||||
*left = position.x;
|
||||
if (top)
|
||||
*top = position.y;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Change the position of a window on screen.
|
||||
/// Only works for top-level windows
|
||||
@ -294,17 +307,6 @@ void sfWindow_Display(sfWindow* window)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the input manager of a window
|
||||
////////////////////////////////////////////////////////////
|
||||
const sfInput* sfWindow_GetInput(sfWindow* window)
|
||||
{
|
||||
CSFML_CHECK_RETURN(window, NULL);
|
||||
|
||||
return &window->Input;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Limit the framerate to a maximum fixed frequency for a window
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -29,7 +29,6 @@
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Window.hpp>
|
||||
#include <SFML/Window/InputStruct.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -38,7 +37,6 @@
|
||||
struct sfWindow
|
||||
{
|
||||
sf::Window This;
|
||||
sfInput Input;
|
||||
};
|
||||
|
||||
|
||||
|
@ -27,7 +27,7 @@ namespace opengl
|
||||
|
||||
// Create a text to display
|
||||
Text text = new Text("SFML / OpenGL demo");
|
||||
text.Position = new Vector2(250.0F, 450.0F);
|
||||
text.Position = new Vector2f(250.0F, 450.0F);
|
||||
text.Color = new Color(255, 255, 255, 170);
|
||||
|
||||
// Load an OpenGL texture.
|
||||
@ -83,8 +83,8 @@ namespace opengl
|
||||
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// We get the position of the mouse cursor, so that we can move the box accordingly
|
||||
float x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F;
|
||||
float y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F;
|
||||
float x = window.GetCursorPosition().X * 200.0F / window.Width - 100.0F;
|
||||
float y = -window.GetCursorPosition().Y * 200.0F / window.Height + 100.0F;
|
||||
|
||||
// Apply some transformations
|
||||
time += window.GetFrameTime() / 1000.0F;
|
||||
@ -159,7 +159,7 @@ namespace opengl
|
||||
static void OnKeyPressed(object sender, KeyEventArgs e)
|
||||
{
|
||||
RenderWindow window = (RenderWindow)sender;
|
||||
if (e.Code == KeyCode.Escape)
|
||||
if (e.Code == Keyboard.Key.Escape)
|
||||
window.Close();
|
||||
}
|
||||
|
||||
|
@ -125,7 +125,7 @@ namespace shader
|
||||
shaderText = new Text();
|
||||
shaderText.Font = font;
|
||||
shaderText.CharacterSize = 20;
|
||||
shaderText.Position = new Vector2(5.0F, 0.0F);
|
||||
shaderText.Position = new Vector2f(5.0F, 0.0F);
|
||||
shaderText.Color = new Color(250, 100, 30);
|
||||
shaderText.DisplayedString = "Background shader: \"" + backgroundShader.Name + "\"\n" +
|
||||
"Flower shader: \"" + entityShader.Name + "\"\n" +
|
||||
@ -135,7 +135,7 @@ namespace shader
|
||||
Text infoText = new Text();
|
||||
infoText.Font = font;
|
||||
infoText.CharacterSize = 20;
|
||||
infoText.Position = new Vector2(5.0F, 500.0F);
|
||||
infoText.Position = new Vector2f(5.0F, 500.0F);
|
||||
infoText.Color = new Color(250, 100, 30);
|
||||
infoText.DisplayedString = "Move your mouse to change the shaders' parameters\n" +
|
||||
"Press numpad 1 to change the background shader\n" +
|
||||
@ -149,12 +149,9 @@ namespace shader
|
||||
// Process events
|
||||
window.DispatchEvents();
|
||||
|
||||
// TOFIX -- using window.Input together with image.Draw apparently causes a memory corruption
|
||||
// Get the mouse position in the range [0, 1]
|
||||
//float x = window.Input.GetMouseX() / (float)window.Width;
|
||||
//float y = window.Input.GetMouseY() / (float)window.Height;
|
||||
float x = (float)(Math.Cos(time * 1.3) + 1) * 0.5F;
|
||||
float y = (float)(Math.Sin(time * 0.8) + 1) * 0.5F;
|
||||
float x = window.GetCursorPosition().X / (float)window.Width;
|
||||
float y = window.GetCursorPosition().Y / (float)window.Height;
|
||||
|
||||
// Update the shaders
|
||||
backgroundShader.Update(x, y);
|
||||
@ -162,10 +159,10 @@ namespace shader
|
||||
globalShader.Update(x, y);
|
||||
|
||||
// Animate the sprite
|
||||
time += window.GetFrameTime();
|
||||
time += window.GetFrameTime() / 1000.0F;
|
||||
float entityX = (float)(Math.Cos(time * 1.3) + 1.2) * 300;
|
||||
float entityY = (float)(Math.Cos(time * 0.8) + 1.2) * 200;
|
||||
entity.Position = new Vector2(entityX, entityY);
|
||||
entity.Position = new Vector2f(entityX, entityY);
|
||||
entity.Rotation = time * 100;
|
||||
|
||||
// Draw the background and the moving entity to the render image
|
||||
@ -193,7 +190,7 @@ namespace shader
|
||||
{
|
||||
// Define a string for displaying the error message
|
||||
Text error = new Text("Sorry, your system doesn't support shaders");
|
||||
error.Position = new Vector2(100.0F, 250.0F);
|
||||
error.Position = new Vector2f(100.0F, 250.0F);
|
||||
error.Color = new Color(200, 100, 150);
|
||||
|
||||
// Start the game loop
|
||||
@ -230,15 +227,15 @@ namespace shader
|
||||
RenderWindow window = (RenderWindow)sender;
|
||||
|
||||
// Escape key : exit
|
||||
if (e.Code == KeyCode.Escape)
|
||||
if (e.Code == Keyboard.Key.Escape)
|
||||
window.Close();
|
||||
|
||||
// Numpad : switch effect
|
||||
switch (e.Code)
|
||||
{
|
||||
case KeyCode.Numpad1 : backgroundShader.GotoNext(); break;
|
||||
case KeyCode.Numpad2 : entityShader.GotoNext(); break;
|
||||
case KeyCode.Numpad3 : globalShader.GotoNext(); break;
|
||||
case Keyboard.Key.Numpad1: backgroundShader.GotoNext(); break;
|
||||
case Keyboard.Key.Numpad2: entityShader.GotoNext(); break;
|
||||
case Keyboard.Key.Numpad3: globalShader.GotoNext(); break;
|
||||
}
|
||||
|
||||
// Update the text
|
||||
|
@ -119,7 +119,7 @@ namespace window
|
||||
static void OnKeyPressed(object sender, KeyEventArgs e)
|
||||
{
|
||||
Window window = (Window)sender;
|
||||
if (e.Code == KeyCode.Escape)
|
||||
if (e.Code == Keyboard.Key.Escape)
|
||||
window.Close();
|
||||
}
|
||||
|
||||
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -31,9 +31,9 @@ namespace SFML
|
||||
/// 3D position of the listener (default is (0, 0, 0))
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector3 Position
|
||||
public static Vector3f Position
|
||||
{
|
||||
get {Vector3 v; sfListener_GetPosition(out v.X, out v.Y, out v.Z); return v;}
|
||||
get {Vector3f v; sfListener_GetPosition(out v.X, out v.Y, out v.Z); return v;}
|
||||
set {sfListener_SetPosition(value.X, value.Y, value.Z);}
|
||||
}
|
||||
|
||||
@ -42,9 +42,9 @@ namespace SFML
|
||||
/// 3D direction of the listener (default is (0, 0, -1))
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector3 Direction
|
||||
public static Vector3f Direction
|
||||
{
|
||||
get {Vector3 v; sfListener_GetDirection(out v.X, out v.Y, out v.Z); return v;}
|
||||
get {Vector3f v; sfListener_GetDirection(out v.X, out v.Y, out v.Z); return v;}
|
||||
set {sfListener_SetDirection(value.X, value.Y, value.Z);}
|
||||
}
|
||||
|
||||
|
@ -159,9 +159,9 @@ namespace SFML
|
||||
/// 3D position of the music. Default value is (0, 0, 0)
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector3 Position
|
||||
public Vector3f Position
|
||||
{
|
||||
get {Vector3 v; sfMusic_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
|
||||
get {Vector3f v; sfMusic_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
|
||||
set {sfMusic_SetPosition(This, value.X, value.Y, value.Z);}
|
||||
}
|
||||
|
||||
|
@ -165,9 +165,9 @@ namespace SFML
|
||||
/// 3D position of the sound. Default value is (0, 0, 0)
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector3 Position
|
||||
public Vector3f Position
|
||||
{
|
||||
get {Vector3 v; sfSound_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
|
||||
get {Vector3f v; sfSound_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
|
||||
set {sfSound_SetPosition(This, value.X, value.Y, value.Z);}
|
||||
}
|
||||
|
||||
|
@ -124,9 +124,9 @@ namespace SFML
|
||||
/// 3D position of the sound stream. Default value is (0, 0, 0)
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector3 Position
|
||||
public Vector3f Position
|
||||
{
|
||||
get {Vector3 v; sfSoundStream_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
|
||||
get {Vector3f v; sfSoundStream_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
|
||||
set {sfSoundStream_SetPosition(This, value.X, value.Y, value.Z);}
|
||||
}
|
||||
|
||||
|
@ -7,12 +7,12 @@ namespace SFML
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Vector3 is an utility class for manipulating 3 dimensional
|
||||
/// Vector3f is an utility class for manipulating 3 dimensional
|
||||
/// vectors with float components
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Vector3
|
||||
public struct Vector3f
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
@ -22,7 +22,7 @@ namespace SFML
|
||||
/// <param name="y">Y coordinate</param>
|
||||
/// <param name="z">Z coordinate</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector3(float x, float y, float z)
|
||||
public Vector3f(float x, float y, float z)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
@ -36,9 +36,9 @@ namespace SFML
|
||||
/// <param name="v">Vector to negate</param>
|
||||
/// <returns>-v</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector3 operator -(Vector3 v)
|
||||
public static Vector3f operator -(Vector3f v)
|
||||
{
|
||||
return new Vector3(-v.X, -v.Y, -v.Z);
|
||||
return new Vector3f(-v.X, -v.Y, -v.Z);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -49,9 +49,9 @@ namespace SFML
|
||||
/// <param name="v2">Second vector</param>
|
||||
/// <returns>v1 - v2</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector3 operator -(Vector3 v1, Vector3 v2)
|
||||
public static Vector3f operator -(Vector3f v1, Vector3f v2)
|
||||
{
|
||||
return new Vector3(v1.X - v2.X, v1.Y - v2.X, v1.Z - v2.Z);
|
||||
return new Vector3f(v1.X - v2.X, v1.Y - v2.X, v1.Z - v2.Z);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -62,9 +62,9 @@ namespace SFML
|
||||
/// <param name="v2">Second vector</param>
|
||||
/// <returns>v1 + v2</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector3 operator +(Vector3 v1, Vector3 v2)
|
||||
public static Vector3f operator +(Vector3f v1, Vector3f v2)
|
||||
{
|
||||
return new Vector3(v1.X + v2.X, v1.Y + v2.X, v1.Z + v2.Z);
|
||||
return new Vector3f(v1.X + v2.X, v1.Y + v2.X, v1.Z + v2.Z);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -75,9 +75,9 @@ namespace SFML
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <returns>v * x</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector3 operator *(Vector3 v, float x)
|
||||
public static Vector3f operator *(Vector3f v, float x)
|
||||
{
|
||||
return new Vector3(v.X * x, v.Y * x, v.Z * x);
|
||||
return new Vector3f(v.X * x, v.Y * x, v.Z * x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -88,9 +88,9 @@ namespace SFML
|
||||
/// <param name="v">Vector</param>
|
||||
/// <returns>x * v</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector3 operator *(float x, Vector3 v)
|
||||
public static Vector3f operator *(float x, Vector3f v)
|
||||
{
|
||||
return new Vector3(v.X * x, v.Y * x, v.Z * x);
|
||||
return new Vector3f(v.X * x, v.Y * x, v.Z * x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -101,9 +101,9 @@ namespace SFML
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <returns>v / x</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector3 operator /(Vector3 v, float x)
|
||||
public static Vector3f operator /(Vector3f v, float x)
|
||||
{
|
||||
return new Vector3(v.X / x, v.Y / x, v.Z / x);
|
||||
return new Vector3f(v.X / x, v.Y / x, v.Z / x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -114,7 +114,7 @@ namespace SFML
|
||||
////////////////////////////////////////////////////////////
|
||||
public override string ToString()
|
||||
{
|
||||
return "[Vector3]" +
|
||||
return "[Vector3f]" +
|
||||
" X(" + X + ")" +
|
||||
" Y(" + Y + ")" +
|
||||
" Z(" + Z + ")";
|
||||
|
@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using SFML.Window;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
@ -38,7 +39,7 @@ namespace SFML
|
||||
/// Position of the object on screen
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public abstract Vector2 Position {get; set;}
|
||||
public abstract Vector2f Position { get; set; }
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
@ -52,7 +53,7 @@ namespace SFML
|
||||
/// Vertical and horizontal scale of the object
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public abstract Vector2 Scale {get; set;}
|
||||
public abstract Vector2f Scale { get; set; }
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
@ -60,7 +61,7 @@ namespace SFML
|
||||
/// (center of translation, rotation and scale)
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public abstract Vector2 Origin {get; set;}
|
||||
public abstract Vector2f Origin { get; set; }
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
@ -84,7 +85,7 @@ namespace SFML
|
||||
/// <param name="point">Point to transform</param>
|
||||
/// <returns>Transformed point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public abstract Vector2 TransformToLocal(Vector2 point);
|
||||
public abstract Vector2f TransformToLocal(Vector2f point);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
@ -94,7 +95,7 @@ namespace SFML
|
||||
/// <param name="point">Point to transform</param>
|
||||
/// <returns>Transformed point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public abstract Vector2 TransformToGlobal(Vector2 point);
|
||||
public abstract Vector2f TransformToGlobal(Vector2f point);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
|
@ -134,7 +134,7 @@ namespace SFML
|
||||
/// <returns>Converted point</returns>
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2 ConvertCoords(uint x, uint y)
|
||||
public Vector2f ConvertCoords(uint x, uint y)
|
||||
{
|
||||
return ConvertCoords(x, y, GetView());
|
||||
}
|
||||
@ -150,9 +150,9 @@ namespace SFML
|
||||
/// <returns>Converted point</returns>
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2 ConvertCoords(uint x, uint y, View view)
|
||||
public Vector2f ConvertCoords(uint x, uint y, View view)
|
||||
{
|
||||
Vector2 point;
|
||||
Vector2f point;
|
||||
sfRenderImage_ConvertCoords(This, x, y, out point.X, out point.Y, view.This);
|
||||
|
||||
return point;
|
||||
|
@ -69,7 +69,7 @@ namespace SFML
|
||||
/// <param name="y">Y coordinate of the point to convert, relative to the target</param>
|
||||
/// <returns>Converted point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector2 ConvertCoords(uint x, uint y);
|
||||
Vector2f ConvertCoords(uint x, uint y);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
@ -81,7 +81,7 @@ namespace SFML
|
||||
/// <param name="view">Target view to convert the point to</param>
|
||||
/// <returns>Converted point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector2 ConvertCoords(uint x, uint y, View view);
|
||||
Vector2f ConvertCoords(uint x, uint y, View view);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
|
@ -369,7 +369,7 @@ namespace SFML
|
||||
/// <returns>Converted point</returns>
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2 ConvertCoords(uint x, uint y)
|
||||
public Vector2f ConvertCoords(uint x, uint y)
|
||||
{
|
||||
return ConvertCoords(x, y, GetView());
|
||||
}
|
||||
@ -385,9 +385,9 @@ namespace SFML
|
||||
/// <returns>Converted point</returns>
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2 ConvertCoords(uint x, uint y, View view)
|
||||
public Vector2f ConvertCoords(uint x, uint y, View view)
|
||||
{
|
||||
Vector2 point;
|
||||
Vector2f point;
|
||||
sfRenderWindow_ConvertCoords(This, x, y, out point.X, out point.Y, view.This);
|
||||
|
||||
return point;
|
||||
@ -518,7 +518,6 @@ namespace SFML
|
||||
////////////////////////////////////////////////////////////
|
||||
private void Initialize()
|
||||
{
|
||||
myInput = new Input(sfRenderWindow_GetInput(This));
|
||||
myDefaultView = new View(sfRenderWindow_GetDefaultView(This));
|
||||
GC.SuppressFinalize(myDefaultView);
|
||||
}
|
||||
@ -535,9 +534,6 @@ namespace SFML
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_Destroy(IntPtr This);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern IntPtr sfRenderWindow_GetInput(IntPtr This);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfRenderWindow_IsOpened(IntPtr This);
|
||||
|
||||
|
@ -2,6 +2,7 @@ using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
using System.Collections.Generic;
|
||||
using SFML.Window;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
@ -64,7 +65,7 @@ namespace SFML
|
||||
/// <param name="name">Name of the parameter in the shader</param>
|
||||
/// <param name="v">Value of the parameter</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void SetParameter(string name, Vector2 v)
|
||||
public void SetParameter(string name, Vector2f v)
|
||||
{
|
||||
SetParameter(name, v.X, v.Y);
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
using SFML.Window;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
@ -41,9 +42,9 @@ namespace SFML
|
||||
/// Position of the object on screen
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Position
|
||||
public override Vector2f Position
|
||||
{
|
||||
get { return new Vector2(sfShape_GetX(This), sfShape_GetY(This)); }
|
||||
get { return new Vector2f(sfShape_GetX(This), sfShape_GetY(This)); }
|
||||
set { sfShape_SetPosition(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -63,9 +64,9 @@ namespace SFML
|
||||
/// Vertical and horizontal scale of the object
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Scale
|
||||
public override Vector2f Scale
|
||||
{
|
||||
get { return new Vector2(sfShape_GetScaleX(This), sfShape_GetScaleY(This)); }
|
||||
get { return new Vector2f(sfShape_GetScaleX(This), sfShape_GetScaleY(This)); }
|
||||
set { sfShape_SetScale(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -75,9 +76,9 @@ namespace SFML
|
||||
/// (center of translation, rotation and scale)
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Origin
|
||||
public override Vector2f Origin
|
||||
{
|
||||
get { return new Vector2(sfShape_GetOriginX(This), sfShape_GetOriginY(This)); }
|
||||
get { return new Vector2f(sfShape_GetOriginX(This), sfShape_GetOriginY(This)); }
|
||||
set { sfShape_SetOrigin(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -111,9 +112,9 @@ namespace SFML
|
||||
/// <param name="point">Point to transform</param>
|
||||
/// <returns>Transformed point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 TransformToLocal(Vector2 point)
|
||||
public override Vector2f TransformToLocal(Vector2f point)
|
||||
{
|
||||
Vector2 Transformed;
|
||||
Vector2f Transformed;
|
||||
sfShape_TransformToLocal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
|
||||
|
||||
return Transformed;
|
||||
@ -127,9 +128,9 @@ namespace SFML
|
||||
/// <param name="point">Point to transform</param>
|
||||
/// <returns>Transformed point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 TransformToGlobal(Vector2 point)
|
||||
public override Vector2f TransformToGlobal(Vector2f point)
|
||||
{
|
||||
Vector2 Transformed;
|
||||
Vector2f Transformed;
|
||||
sfShape_TransformToGlobal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
|
||||
|
||||
return Transformed;
|
||||
@ -142,7 +143,7 @@ namespace SFML
|
||||
/// <param name="position">Position of the point</param>
|
||||
/// <param name="color">Color of the point</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void AddPoint(Vector2 position, Color color)
|
||||
public void AddPoint(Vector2f position, Color color)
|
||||
{
|
||||
AddPoint(position, color, Color.Black);
|
||||
}
|
||||
@ -155,7 +156,7 @@ namespace SFML
|
||||
/// <param name="color">Color of the point</param>
|
||||
/// <param name="outlineColor">Outline color of the point</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void AddPoint(Vector2 position, Color color, Color outlineColor)
|
||||
public void AddPoint(Vector2f position, Color color, Color outlineColor)
|
||||
{
|
||||
sfShape_AddPoint(This, position.X, position.Y, color, outlineColor);
|
||||
}
|
||||
@ -212,7 +213,7 @@ namespace SFML
|
||||
/// <param name="index">Index of the point, in range [0, NbPoints - 1]</param>
|
||||
/// <param name="position">New position of the index-th point</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void SetPointPosition(uint index, Vector2 position)
|
||||
public void SetPointPosition(uint index, Vector2f position)
|
||||
{
|
||||
sfShape_SetPointPosition(This, index, position.X, position.Y);
|
||||
}
|
||||
@ -224,9 +225,9 @@ namespace SFML
|
||||
/// <param name="index">Index of the point, in range [0, NbPoints - 1]</param>
|
||||
/// <returns>Position of the index-th point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2 GetPointPosition(uint index)
|
||||
public Vector2f GetPointPosition(uint index)
|
||||
{
|
||||
Vector2 Pos;
|
||||
Vector2f Pos;
|
||||
sfShape_GetPointPosition(This, index, out Pos.X, out Pos.Y);
|
||||
|
||||
return Pos;
|
||||
@ -290,7 +291,7 @@ namespace SFML
|
||||
/// <param name="color">Color used to draw the line</param>
|
||||
/// <returns>New line shape built with the given parameters</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Shape Line(Vector2 p1, Vector2 p2, float thickness, Color color)
|
||||
public static Shape Line(Vector2f p1, Vector2f p2, float thickness, Color color)
|
||||
{
|
||||
return Line(p1, p2, thickness, color, 0, Color.White);
|
||||
}
|
||||
@ -307,7 +308,7 @@ namespace SFML
|
||||
/// <param name="outlineColor">Color used to draw the outline</param>
|
||||
/// <returns>New line shape built with the given parameters</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Shape Line(Vector2 p1, Vector2 p2, float thickness, Color color, float outline, Color outlineColor)
|
||||
public static Shape Line(Vector2f p1, Vector2f p2, float thickness, Color color, float outline, Color outlineColor)
|
||||
{
|
||||
return new Shape(sfShape_CreateLine(p1.X, p1.Y, p2.X, p2.Y, thickness, color, outline, outlineColor));
|
||||
}
|
||||
@ -349,7 +350,7 @@ namespace SFML
|
||||
/// <param name="color">Color used to fill the circle</param>
|
||||
/// <returns>New circle shape built with the given parameters</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Shape Circle(Vector2 center, float radius, Color color)
|
||||
public static Shape Circle(Vector2f center, float radius, Color color)
|
||||
{
|
||||
return Circle(center, radius, color, 0, Color.White);
|
||||
}
|
||||
@ -365,7 +366,7 @@ namespace SFML
|
||||
/// <param name="outlineColor">Color used to draw the outline</param>
|
||||
/// <returns>New circle shape built with the given parameters</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Shape Circle(Vector2 center, float radius, Color color, float outline, Color outlineColor)
|
||||
public static Shape Circle(Vector2f center, float radius, Color color, float outline, Color outlineColor)
|
||||
{
|
||||
return new Shape(sfShape_CreateCircle(center.X, center.Y, radius, color, outline, outlineColor));
|
||||
}
|
||||
@ -497,10 +498,10 @@ namespace SFML
|
||||
static extern BlendMode sfShape_GetBlendMode(IntPtr This);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern Vector2 sfShape_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
static extern void sfShape_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern Vector2 sfShape_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
static extern void sfShape_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawShape(IntPtr This, IntPtr Shape);
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Security;
|
||||
using System.Runtime.InteropServices;
|
||||
using SFML.Window;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
@ -53,9 +54,9 @@ namespace SFML
|
||||
/// Position of the object on screen
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Position
|
||||
public override Vector2f Position
|
||||
{
|
||||
get { return new Vector2(sfSprite_GetX(This), sfSprite_GetY(This)); }
|
||||
get { return new Vector2f(sfSprite_GetX(This), sfSprite_GetY(This)); }
|
||||
set { sfSprite_SetPosition(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -75,9 +76,9 @@ namespace SFML
|
||||
/// Vertical and horizontal scale of the object
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Scale
|
||||
public override Vector2f Scale
|
||||
{
|
||||
get { return new Vector2(sfSprite_GetScaleX(This), sfSprite_GetScaleY(This)); }
|
||||
get { return new Vector2f(sfSprite_GetScaleX(This), sfSprite_GetScaleY(This)); }
|
||||
set { sfSprite_SetScale(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -87,9 +88,9 @@ namespace SFML
|
||||
/// (center of translation, rotation and scale)
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Origin
|
||||
public override Vector2f Origin
|
||||
{
|
||||
get { return new Vector2(sfSprite_GetOriginX(This), sfSprite_GetOriginY(This)); }
|
||||
get { return new Vector2f(sfSprite_GetOriginX(This), sfSprite_GetOriginY(This)); }
|
||||
set { sfSprite_SetOrigin(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -123,9 +124,9 @@ namespace SFML
|
||||
/// <param name="point">Point to transform</param>
|
||||
/// <returns>Transformed point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 TransformToLocal(Vector2 point)
|
||||
public override Vector2f TransformToLocal(Vector2f point)
|
||||
{
|
||||
Vector2 Transformed;
|
||||
Vector2f Transformed;
|
||||
sfSprite_TransformToLocal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
|
||||
|
||||
return Transformed;
|
||||
@ -139,9 +140,9 @@ namespace SFML
|
||||
/// <param name="point">Point to transform</param>
|
||||
/// <returns>Transformed point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 TransformToGlobal(Vector2 point)
|
||||
public override Vector2f TransformToGlobal(Vector2f point)
|
||||
{
|
||||
Vector2 Transformed;
|
||||
Vector2f Transformed;
|
||||
sfSprite_TransformToGlobal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
|
||||
|
||||
return Transformed;
|
||||
@ -347,10 +348,10 @@ namespace SFML
|
||||
static extern BlendMode sfSprite_GetBlendMode(IntPtr This);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern Vector2 sfSprite_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
static extern Vector2f sfSprite_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern Vector2 sfSprite_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
static extern Vector2f sfSprite_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawSprite(IntPtr This, IntPtr Sprite);
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Security;
|
||||
using System.Runtime.InteropServices;
|
||||
using SFML.Window;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
@ -100,9 +101,9 @@ namespace SFML
|
||||
/// Position of the object on screen
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Position
|
||||
public override Vector2f Position
|
||||
{
|
||||
get { return new Vector2(sfText_GetX(This), sfText_GetY(This)); }
|
||||
get { return new Vector2f(sfText_GetX(This), sfText_GetY(This)); }
|
||||
set { sfText_SetPosition(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -122,9 +123,9 @@ namespace SFML
|
||||
/// Vertical and horizontal scale of the object
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Scale
|
||||
public override Vector2f Scale
|
||||
{
|
||||
get { return new Vector2(sfText_GetScaleX(This), sfText_GetScaleY(This)); }
|
||||
get { return new Vector2f(sfText_GetScaleX(This), sfText_GetScaleY(This)); }
|
||||
set { sfText_SetScale(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -134,9 +135,9 @@ namespace SFML
|
||||
/// (center of translation, rotation and scale)
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 Origin
|
||||
public override Vector2f Origin
|
||||
{
|
||||
get { return new Vector2(sfText_GetOriginX(This), sfText_GetOriginY(This)); }
|
||||
get { return new Vector2f(sfText_GetOriginX(This), sfText_GetOriginY(This)); }
|
||||
set { sfText_SetOrigin(This, value.X, value.Y); }
|
||||
}
|
||||
|
||||
@ -170,9 +171,9 @@ namespace SFML
|
||||
/// <param name="point">Point to transform</param>
|
||||
/// <returns>Transformed point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 TransformToLocal(Vector2 point)
|
||||
public override Vector2f TransformToLocal(Vector2f point)
|
||||
{
|
||||
Vector2 Transformed;
|
||||
Vector2f Transformed;
|
||||
sfText_TransformToLocal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
|
||||
|
||||
return Transformed;
|
||||
@ -186,9 +187,9 @@ namespace SFML
|
||||
/// <param name="point">Point to transform</param>
|
||||
/// <returns>Transformed point</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override Vector2 TransformToGlobal(Vector2 point)
|
||||
public override Vector2f TransformToGlobal(Vector2f point)
|
||||
{
|
||||
Vector2 Transformed;
|
||||
Vector2f Transformed;
|
||||
sfText_TransformToGlobal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
|
||||
|
||||
return Transformed;
|
||||
@ -282,9 +283,9 @@ namespace SFML
|
||||
/// <param name="index">Index of the character</param>
|
||||
/// <returns>Position of the Index-th character (end of text if Index is out of range)</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2 GetCharacterPos(uint index)
|
||||
public Vector2f GetCharacterPos(uint index)
|
||||
{
|
||||
Vector2 Pos;
|
||||
Vector2f Pos;
|
||||
sfText_GetCharacterPos(This, index, out Pos.X, out Pos.Y);
|
||||
|
||||
return Pos;
|
||||
@ -411,10 +412,10 @@ namespace SFML
|
||||
static extern BlendMode sfText_GetBlendMode(IntPtr This);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern Vector2 sfText_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
static extern Vector2f sfText_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern Vector2 sfText_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
static extern Vector2f sfText_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
|
||||
|
||||
[DllImport("csfml-graphics-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawText(IntPtr This, IntPtr String);
|
||||
|
@ -1,127 +0,0 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Vector2 is an utility class for manipulating 2 dimensional
|
||||
/// vectors with float components
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Vector2
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Construct the vector from its coordinates
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2(float x, float y)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator - overload ; returns the opposite of a vector
|
||||
/// </summary>
|
||||
/// <param name="v">Vector to negate</param>
|
||||
/// <returns>-v</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2 operator -(Vector2 v)
|
||||
{
|
||||
return new Vector2(-v.X, -v.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator - overload ; subtracts two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">First vector</param>
|
||||
/// <param name="v2">Second vector</param>
|
||||
/// <returns>v1 - v2</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2 operator -(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return new Vector2(v1.X - v2.X, v1.Y - v2.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator + overload ; add two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">First vector</param>
|
||||
/// <param name="v2">Second vector</param>
|
||||
/// <returns>v1 + v2</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2 operator +(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return new Vector2(v1.X + v2.X, v1.Y + v2.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator * overload ; multiply a vector by a scalar value
|
||||
/// </summary>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <returns>v * x</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2 operator *(Vector2 v, float x)
|
||||
{
|
||||
return new Vector2(v.X * x, v.Y * x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator * overload ; multiply a scalar value by a vector
|
||||
/// </summary>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <returns>x * v</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2 operator *(float x, Vector2 v)
|
||||
{
|
||||
return new Vector2(v.X * x, v.Y * x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator / overload ; divide a vector by a scalar value
|
||||
/// </summary>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <returns>v / x</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2 operator /(Vector2 v, float x)
|
||||
{
|
||||
return new Vector2(v.X / x, v.Y / x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Provide a string describing the object
|
||||
/// </summary>
|
||||
/// <returns>String description of the object</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override string ToString()
|
||||
{
|
||||
return "[Vector2]" +
|
||||
" X(" + X + ")" +
|
||||
" Y(" + Y + ")";
|
||||
}
|
||||
|
||||
/// <summary>X (horizontal) component of the vector</summary>
|
||||
public float X;
|
||||
|
||||
/// <summary>Y (vertical) component of the vector</summary>
|
||||
public float Y;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
using SFML.Window;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
@ -42,7 +43,7 @@ namespace SFML
|
||||
/// <param name="center">Center of the view</param>
|
||||
/// <param name="size">Size of the view</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public View(Vector2 center, Vector2 size) :
|
||||
public View(Vector2f center, Vector2f size) :
|
||||
base(sfView_Create())
|
||||
{
|
||||
this.Center = center;
|
||||
@ -65,9 +66,9 @@ namespace SFML
|
||||
/// Center of the view
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2 Center
|
||||
public Vector2f Center
|
||||
{
|
||||
get {return new Vector2(sfView_GetCenterX(This), sfView_GetCenterY(This));}
|
||||
get {return new Vector2f(sfView_GetCenterX(This), sfView_GetCenterY(This));}
|
||||
set {sfView_SetCenter(This, value.X, value.Y);}
|
||||
}
|
||||
|
||||
@ -76,9 +77,9 @@ namespace SFML
|
||||
/// Half-size of the view
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2 Size
|
||||
public Vector2f Size
|
||||
{
|
||||
get {return new Vector2(sfView_GetWidth(This), sfView_GetHeight(This));}
|
||||
get {return new Vector2f(sfView_GetWidth(This), sfView_GetHeight(This));}
|
||||
set {sfView_SetSize(This, value.X, value.Y);}
|
||||
}
|
||||
|
||||
@ -122,7 +123,7 @@ namespace SFML
|
||||
/// </summary>
|
||||
/// <param name="offset">Offset to move the view</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void Move(Vector2 offset)
|
||||
public void Move(Vector2f offset)
|
||||
{
|
||||
sfView_Move(This, offset.X, offset.Y);
|
||||
}
|
||||
|
@ -80,7 +80,6 @@
|
||||
<Compile Include="Shape.cs" />
|
||||
<Compile Include="Sprite.cs" />
|
||||
<Compile Include="Text.cs" />
|
||||
<Compile Include="Vector2.cs" />
|
||||
<Compile Include="View.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -5,168 +5,6 @@ namespace SFML
|
||||
{
|
||||
namespace Window
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Definition of key codes for keyboard events
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public enum KeyCode
|
||||
{
|
||||
A = 'a',
|
||||
B = 'b',
|
||||
C = 'c',
|
||||
D = 'd',
|
||||
E = 'e',
|
||||
F = 'f',
|
||||
G = 'g',
|
||||
H = 'h',
|
||||
I = 'i',
|
||||
J = 'j',
|
||||
K = 'k',
|
||||
L = 'l',
|
||||
M = 'm',
|
||||
N = 'n',
|
||||
O = 'o',
|
||||
P = 'p',
|
||||
Q = 'q',
|
||||
R = 'r',
|
||||
S = 's',
|
||||
T = 't',
|
||||
U = 'u',
|
||||
V = 'v',
|
||||
W = 'w',
|
||||
X = 'x',
|
||||
Y = 'y',
|
||||
Z = 'z',
|
||||
Num0 = '0',
|
||||
Num1 = '1',
|
||||
Num2 = '2',
|
||||
Num3 = '3',
|
||||
Num4 = '4',
|
||||
Num5 = '5',
|
||||
Num6 = '6',
|
||||
Num7 = '7',
|
||||
Num8 = '8',
|
||||
Num9 = '9',
|
||||
Escape = 256,
|
||||
LControl,
|
||||
LShift,
|
||||
LAlt,
|
||||
LSystem, // OS specific key (left side) : windows (Win and Linux), apple (MacOS), ...
|
||||
RControl,
|
||||
RShift,
|
||||
RAlt,
|
||||
RSystem, // OS specific key (right side) : windows (Win and Linux), apple (MacOS), ...
|
||||
Menu,
|
||||
LBracket, // [
|
||||
RBracket, // ]
|
||||
SemiColon, // ;
|
||||
Comma, // ,
|
||||
Period, // .
|
||||
Quote, // '
|
||||
Slash, // /
|
||||
BackSlash,
|
||||
Tilde, // ~
|
||||
Equal, // =
|
||||
Dash, // -
|
||||
Space,
|
||||
Return,
|
||||
Back,
|
||||
Tab,
|
||||
PageUp,
|
||||
PageDown,
|
||||
End,
|
||||
Home,
|
||||
Insert,
|
||||
Delete,
|
||||
Add, // +
|
||||
Subtract, // -
|
||||
Multiply, // *
|
||||
Divide, // /
|
||||
Left, // Left arrow
|
||||
Right, // Right arrow
|
||||
Up, // Up arrow
|
||||
Down, // Down arrow
|
||||
Numpad0,
|
||||
Numpad1,
|
||||
Numpad2,
|
||||
Numpad3,
|
||||
Numpad4,
|
||||
Numpad5,
|
||||
Numpad6,
|
||||
Numpad7,
|
||||
Numpad8,
|
||||
Numpad9,
|
||||
F1,
|
||||
F2,
|
||||
F3,
|
||||
F4,
|
||||
F5,
|
||||
F6,
|
||||
F7,
|
||||
F8,
|
||||
F9,
|
||||
F10,
|
||||
F11,
|
||||
F12,
|
||||
F13,
|
||||
F14,
|
||||
F15,
|
||||
Pause
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Definition of button codes for mouse events
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public enum MouseButton
|
||||
{
|
||||
/// <summary>Left mouse button</summary>
|
||||
Left,
|
||||
|
||||
/// <summary>Right mouse button</summary>
|
||||
Right,
|
||||
|
||||
/// <summary>Center (wheel) mouse button</summary>
|
||||
Middle,
|
||||
|
||||
/// <summary>First extra button</summary>
|
||||
XButton1,
|
||||
|
||||
/// <summary>Second extra button</summary>
|
||||
XButton2
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Definition of joystick axis for joystick events
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public enum JoyAxis
|
||||
{
|
||||
/// <summary>X axis</summary>
|
||||
AxisX,
|
||||
|
||||
/// <summary>Y axis</summary>
|
||||
AxisY,
|
||||
|
||||
/// <summary>Z axis</summary>
|
||||
AxisZ,
|
||||
|
||||
/// <summary>R axis</summary>
|
||||
AxisR,
|
||||
|
||||
/// <summary>U axis</summary>
|
||||
AxisU,
|
||||
|
||||
/// <summary>V axis</summary>
|
||||
AxisV,
|
||||
|
||||
/// <summary>Point of view</summary>
|
||||
AxisPOV
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Enumeration of the different types of events
|
||||
@ -214,13 +52,19 @@ namespace SFML
|
||||
MouseLeft,
|
||||
|
||||
/// <summary>Event triggered when a joystick button is pressed</summary>
|
||||
JoyButtonPressed,
|
||||
JoystickButtonPressed,
|
||||
|
||||
/// <summary>Event triggered when a joystick button is released</summary>
|
||||
JoyButtonReleased,
|
||||
JoystickButtonReleased,
|
||||
|
||||
/// <summary>Event triggered when a joystick axis moves</summary>
|
||||
JoyMoved
|
||||
JoystickMoved,
|
||||
|
||||
/// <summary>Event triggered when a joystick is connected</summary>
|
||||
JoystickConnected,
|
||||
|
||||
/// <summary>Event triggered when a joystick is disconnected</summary>
|
||||
JoystickDisconnected
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -232,7 +76,7 @@ namespace SFML
|
||||
public struct KeyEvent
|
||||
{
|
||||
/// <summary>Code of the key (see KeyCode enum)</summary>
|
||||
public KeyCode Code;
|
||||
public Keyboard.Key Code;
|
||||
|
||||
/// <summary>Is the Alt modifier pressed?</summary>
|
||||
public int Alt;
|
||||
@ -283,7 +127,7 @@ namespace SFML
|
||||
public struct MouseButtonEvent
|
||||
{
|
||||
/// <summary>Code of the button (see MouseButton enum)</summary>
|
||||
public MouseButton Button;
|
||||
public Mouse.Button Button;
|
||||
|
||||
/// <summary>X coordinate of the mouse cursor</summary>
|
||||
public int X;
|
||||
@ -316,13 +160,13 @@ namespace SFML
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct JoyMoveEvent
|
||||
public struct JoystickMoveEvent
|
||||
{
|
||||
/// <summary>Index of the joystick which triggered the event</summary>
|
||||
public uint JoystickId;
|
||||
|
||||
/// <summary>Joystick axis (see JoyAxis enum)</summary>
|
||||
public JoyAxis Axis;
|
||||
public Joystick.Axis Axis;
|
||||
|
||||
/// <summary>Current position of the axis</summary>
|
||||
public float Position;
|
||||
@ -334,7 +178,7 @@ namespace SFML
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct JoyButtonEvent
|
||||
public struct JoystickButtonEvent
|
||||
{
|
||||
/// <summary>Index of the joystick which triggered the event</summary>
|
||||
public uint JoystickId;
|
||||
@ -343,6 +187,18 @@ namespace SFML
|
||||
public uint Button;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Joystick connect event parameters
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct JoystickConnectEvent
|
||||
{
|
||||
/// <summary>Index of the joystick which triggered the event</summary>
|
||||
public uint JoystickId;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Size event parameters
|
||||
@ -370,6 +226,10 @@ namespace SFML
|
||||
[FieldOffset(0)]
|
||||
public EventType Type;
|
||||
|
||||
/// <summary>Arguments for size events (Resized)</summary>
|
||||
[FieldOffset(4)]
|
||||
public SizeEvent Size;
|
||||
|
||||
/// <summary>Arguments for key events (KeyPressed, KeyReleased)</summary>
|
||||
[FieldOffset(4)]
|
||||
public KeyEvent Key;
|
||||
@ -390,17 +250,17 @@ namespace SFML
|
||||
[FieldOffset(4)]
|
||||
public MouseWheelEvent MouseWheel;
|
||||
|
||||
/// <summary>Arguments for joystick axis events (JoyMoved)</summary>
|
||||
/// <summary>Arguments for joystick axis events (JoystickMoved)</summary>
|
||||
[FieldOffset(4)]
|
||||
public JoyMoveEvent JoyMove;
|
||||
public JoystickMoveEvent JoystickMove;
|
||||
|
||||
/// <summary>Arguments for joystick button events (JoyButtonPressed, JoyButtonReleased)</summary>
|
||||
/// <summary>Arguments for joystick button events (JoystickButtonPressed, JoystickButtonReleased)</summary>
|
||||
[FieldOffset(4)]
|
||||
public JoyButtonEvent JoyButton;
|
||||
public JoystickButtonEvent JoystickButton;
|
||||
|
||||
/// <summary>Arguments for size events (Resized)</summary>
|
||||
/// <summary>Arguments for joystick connect events (JoystickConnected, JoystickDisconnected)</summary>
|
||||
[FieldOffset(4)]
|
||||
public SizeEvent Size;
|
||||
public JoystickConnectEvent JoystickConnect;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -43,7 +43,7 @@ namespace SFML
|
||||
}
|
||||
|
||||
/// <summary>Code of the key (see KeyCode enum)</summary>
|
||||
public KeyCode Code;
|
||||
public Keyboard.Key Code;
|
||||
|
||||
/// <summary>Is the Alt modifier pressed?</summary>
|
||||
public bool Alt;
|
||||
@ -166,7 +166,7 @@ namespace SFML
|
||||
}
|
||||
|
||||
/// <summary>Code of the button (see MouseButton enum)</summary>
|
||||
public MouseButton Button;
|
||||
public Mouse.Button Button;
|
||||
|
||||
/// <summary>X coordinate of the mouse cursor</summary>
|
||||
public int X;
|
||||
@ -224,7 +224,7 @@ namespace SFML
|
||||
/// Joystick axis move event parameters
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public class JoyMoveEventArgs : EventArgs
|
||||
public class JoystickMoveEventArgs : EventArgs
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
@ -232,7 +232,7 @@ namespace SFML
|
||||
/// </summary>
|
||||
/// <param name="e">Joystick move event</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public JoyMoveEventArgs(JoyMoveEvent e)
|
||||
public JoystickMoveEventArgs(JoystickMoveEvent e)
|
||||
{
|
||||
JoystickId = e.JoystickId;
|
||||
Axis = e.Axis;
|
||||
@ -247,7 +247,7 @@ namespace SFML
|
||||
////////////////////////////////////////////////////////////
|
||||
public override string ToString()
|
||||
{
|
||||
return "[JoyMoveEventArgs]" +
|
||||
return "[JoystickMoveEventArgs]" +
|
||||
" JoystickId(" + JoystickId + ")" +
|
||||
" Axis(" + Axis + ")" +
|
||||
" Position(" + Position + ")";
|
||||
@ -257,7 +257,7 @@ namespace SFML
|
||||
public uint JoystickId;
|
||||
|
||||
/// <summary>Joystick axis (see JoyAxis enum)</summary>
|
||||
public JoyAxis Axis;
|
||||
public Joystick.Axis Axis;
|
||||
|
||||
/// <summary>Current position of the axis</summary>
|
||||
public float Position;
|
||||
@ -268,7 +268,7 @@ namespace SFML
|
||||
/// Joystick buttons event parameters
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public class JoyButtonEventArgs : EventArgs
|
||||
public class JoystickButtonEventArgs : EventArgs
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
@ -276,7 +276,7 @@ namespace SFML
|
||||
/// </summary>
|
||||
/// <param name="e">Joystick button event</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public JoyButtonEventArgs(JoyButtonEvent e)
|
||||
public JoystickButtonEventArgs(JoystickButtonEvent e)
|
||||
{
|
||||
JoystickId = e.JoystickId;
|
||||
Button = e.Button;
|
||||
@ -290,7 +290,7 @@ namespace SFML
|
||||
////////////////////////////////////////////////////////////
|
||||
public override string ToString()
|
||||
{
|
||||
return "[JoyButtonEventArgs]" +
|
||||
return "[JoystickButtonEventArgs]" +
|
||||
" JoystickId(" + JoystickId + ")" +
|
||||
" Button(" + Button + ")";
|
||||
}
|
||||
@ -302,6 +302,40 @@ namespace SFML
|
||||
public uint Button;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Joystick connection/disconnection event parameters
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public class JoystickConnectEventArgs : EventArgs
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Construct the joystick connect arguments from a joystick connect event
|
||||
/// </summary>
|
||||
/// <param name="e">Joystick button event</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public JoystickConnectEventArgs(JoystickConnectEvent e)
|
||||
{
|
||||
JoystickId = e.JoystickId;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Provide a string describing the object
|
||||
/// </summary>
|
||||
/// <returns>String description of the object</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override string ToString()
|
||||
{
|
||||
return "[JoystickConnectEventArgs]" +
|
||||
" JoystickId(" + JoystickId + ")";
|
||||
}
|
||||
|
||||
/// <summary>Index of the joystick which triggered the event</summary>
|
||||
public uint JoystickId;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Size event parameters
|
||||
|
@ -1,144 +0,0 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
namespace Window
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Input handles real-time input from keyboard and mouse.
|
||||
/// Use it instead of events to handle continuous moves and more
|
||||
/// game-friendly inputs
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public class Input : ObjectBase
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get the state of a key
|
||||
/// </summary>
|
||||
/// <param name="key">Key to check</param>
|
||||
/// <returns>True if key is down, false if key is up</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public bool IsKeyDown(KeyCode key)
|
||||
{
|
||||
return sfInput_IsKeyDown(This, key);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get the state of a mouse button
|
||||
/// </summary>
|
||||
/// <param name="button">Button to check</param>
|
||||
/// <returns>True if button is down, false if button is up</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public bool IsMouseButtonDown(MouseButton button)
|
||||
{
|
||||
return sfInput_IsMouseButtonDown(This, button);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get the state of a joystick button
|
||||
/// </summary>
|
||||
/// <param name="joystickId">Identifier of the joystick to check (0 or 1)</param>
|
||||
/// <param name="button">Button to check</param>
|
||||
/// <returns>True if button is down, false if button is up</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public bool IsJoystickButtonDown(uint joystickId, uint button)
|
||||
{
|
||||
return sfInput_IsJoystickButtonDown(This, joystickId, button);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get the mouse X position
|
||||
/// </summary>
|
||||
/// <returns>Current mouse left position, relative to owner window</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public int GetMouseX()
|
||||
{
|
||||
return sfInput_GetMouseX(This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get the mouse Y position
|
||||
/// </summary>
|
||||
/// <returns>Current mouse top position, relative to owner window</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public int GetMouseY()
|
||||
{
|
||||
return sfInput_GetMouseY(This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get a joystick axis position
|
||||
/// </summary>
|
||||
/// <param name="joystickId">Identifier of the joystick to check (0 or 1)</param>
|
||||
/// <param name="axis">Axis to get</param>
|
||||
/// <returns>Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public float GetJoystickAxis(uint joystickId, JoyAxis axis)
|
||||
{
|
||||
return sfInput_GetJoystickAxis(This, joystickId, axis);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// For internal use only, construct the instance from a direct pointer to the internal object
|
||||
/// </summary>
|
||||
/// <param name="thisPtr">Internal pointer to the input object</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Input(IntPtr thisPtr) :
|
||||
base(thisPtr)
|
||||
{
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Provide a string describing the object
|
||||
/// </summary>
|
||||
/// <returns>String description of the object</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override string ToString()
|
||||
{
|
||||
return "[Input]";
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Handle the destruction of the object
|
||||
/// </summary>
|
||||
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
protected override void Destroy(bool disposing)
|
||||
{
|
||||
// Nothing to do here, Input instances are owned by the C library
|
||||
}
|
||||
|
||||
#region Imports
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfInput_IsKeyDown(IntPtr This, KeyCode Key);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfInput_IsMouseButtonDown(IntPtr This, MouseButton Button);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfInput_IsJoystickButtonDown(IntPtr This, uint JoyId, uint Button);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern int sfInput_GetMouseX(IntPtr This);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern int sfInput_GetMouseY(IntPtr This);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern float sfInput_GetJoystickAxis(IntPtr This, uint JoyId, JoyAxis Axis);
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
159
bindings/dotnet/src/Window/Joystick.cs
Normal file
159
bindings/dotnet/src/Window/Joystick.cs
Normal file
@ -0,0 +1,159 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
namespace Window
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Give access to the real-time state of the joysticks
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public class Joystick
|
||||
{
|
||||
/// <summary>Maximum number of supported joysticks</summary>
|
||||
public static readonly uint Count = 8;
|
||||
|
||||
/// <summary>Maximum number of supported buttons</summary>
|
||||
public static readonly uint ButtonCount = 32;
|
||||
|
||||
/// <summary>Maximum number of supported axes</summary>
|
||||
public static readonly uint AxisCount = 8;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Axes supported by SFML joysticks
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public enum Axis
|
||||
{
|
||||
/// <summary>The X axis</summary>
|
||||
X,
|
||||
|
||||
/// <summary>The Y axis</summary>
|
||||
Y,
|
||||
|
||||
/// <summary>The Z axis</summary>
|
||||
Z,
|
||||
|
||||
/// <summary>The R axis</summary>
|
||||
R,
|
||||
|
||||
/// <summary>The U axis</summary>
|
||||
U,
|
||||
|
||||
/// <summary>The V axis</summary>
|
||||
V,
|
||||
|
||||
/// <summary>The X axis of the point-of-view hat</summary>
|
||||
PovX,
|
||||
|
||||
/// <summary>TheY axis of the point-of-view hat</summary>
|
||||
PovY
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Check if a joystick is connected
|
||||
/// </summary>
|
||||
/// <param name="joystick">Index of the joystick to check</param>
|
||||
/// <returns>True if the joystick is connected, false otherwise</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool IsConnected(uint joystick)
|
||||
{
|
||||
return sfJoystick_IsConnected(joystick);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Return the number of buttons supported by a joystick
|
||||
/// </summary>
|
||||
/// If the joystick is not connected, this function returns 0.
|
||||
/// <param name="joystick">Index of the joystick</param>
|
||||
/// <returns>Number of buttons supported by the joystick</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static uint GetButtonCount(uint joystick)
|
||||
{
|
||||
return sfJoystick_GetButtonCount(joystick);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Check if a joystick supports a given axis
|
||||
/// </summary>
|
||||
/// If the joystick is not connected, this function returns false.
|
||||
/// <param name="joystick">Index of the joystick</param>
|
||||
/// <param name="axis">Axis to check</param>
|
||||
/// <returns>True if the joystick supports the axis, false otherwise</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool HasAxis(uint joystick, Axis axis)
|
||||
{
|
||||
return sfJoystick_HasAxis(joystick, axis);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Check if a joystick button is pressed
|
||||
/// </summary>
|
||||
/// If the joystick is not connected, this function returns false.
|
||||
/// <param name="joystick">Index of the joystick</param>
|
||||
/// <param name="button">Button to check</param>
|
||||
/// <returns>True if the button is pressed, false otherwise</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool IsButtonPressed(uint joystick, uint button)
|
||||
{
|
||||
return sfJoystick_IsButtonPressed(joystick, button);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get the current position of a joystick axis
|
||||
/// </summary>
|
||||
/// If the joystick is not connected, this function returns 0.
|
||||
/// <param name="joystick">Index of the joystick</param>
|
||||
/// <param name="axis">Axis to check</param>
|
||||
/// <returns>Current position of the axis, in range [-100 .. 100]</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static float GetAxisPosition(uint joystick, Axis axis)
|
||||
{
|
||||
return sfJoystick_GetAxisPosition(joystick, axis);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Update the states of all joysticks
|
||||
/// </summary>
|
||||
/// This function is used internally by SFML, so you normally
|
||||
/// don't have to call it explicitely. However, you may need to
|
||||
/// call it if you have no window yet (or no window at all):
|
||||
/// in this case the joysticks states are not updated automatically.
|
||||
////////////////////////////////////////////////////////////
|
||||
public static void Update()
|
||||
{
|
||||
sfJoystick_Update();
|
||||
}
|
||||
|
||||
#region Imports
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfJoystick_IsConnected(uint joystick);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern uint sfJoystick_GetButtonCount(uint joystick);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfJoystick_HasAxis(uint joystick, Axis axis);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfJoystick_IsButtonPressed(uint joystick, uint button);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern float sfJoystick_GetAxisPosition(uint joystick, Axis axis);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfJoystick_Update();
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
146
bindings/dotnet/src/Window/Keyboard.cs
Normal file
146
bindings/dotnet/src/Window/Keyboard.cs
Normal file
@ -0,0 +1,146 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
namespace Window
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Give access to the real-time state of the keyboard
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public class Keyboard
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Key codes
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public enum Key
|
||||
{
|
||||
A, // The A key
|
||||
B, // The B key
|
||||
C, // The C key
|
||||
D, // The D key
|
||||
E, // The E key
|
||||
F, // The F key
|
||||
G, // The G key
|
||||
H, // The H key
|
||||
I, // The I key
|
||||
J, // The J key
|
||||
K, // The K key
|
||||
L, // The L key
|
||||
M, // The M key
|
||||
N, // The N key
|
||||
O, // The O key
|
||||
P, // The P key
|
||||
Q, // The Q key
|
||||
R, // The R key
|
||||
S, // The S key
|
||||
T, // The T key
|
||||
U, // The U key
|
||||
V, // The V key
|
||||
W, // The W key
|
||||
X, // The X key
|
||||
Y, // The Y key
|
||||
Z, // The Z key
|
||||
Num0, // The 0 key
|
||||
Num1, // The 1 key
|
||||
Num2, // The 2 key
|
||||
Num3, // The 3 key
|
||||
Num4, // The 4 key
|
||||
Num5, // The 5 key
|
||||
Num6, // The 6 key
|
||||
Num7, // The 7 key
|
||||
Num8, // The 8 key
|
||||
Num9, // The 9 key
|
||||
Escape, // The Escape key
|
||||
LControl, // The left Control key
|
||||
LShift, // The left Shift key
|
||||
LAlt, // The left Alt key
|
||||
LSystem, // The left OS specific key: window (Windows and Linux), apple (MacOS X), ...
|
||||
RControl, // The right Control key
|
||||
RShift, // The right Shift key
|
||||
RAlt, // The right Alt key
|
||||
RSystem, // The right OS specific key: window (Windows and Linux), apple (MacOS X), ...
|
||||
Menu, // The Menu key
|
||||
LBracket, // The [ key
|
||||
RBracket, // The ] key
|
||||
SemiColon, // The ; key
|
||||
Comma, // The , key
|
||||
Period, // The . key
|
||||
Quote, // The ' key
|
||||
Slash, // The / key
|
||||
BackSlash, // The \ key
|
||||
Tilde, // The ~ key
|
||||
Equal, // The = key
|
||||
Dash, // The - key
|
||||
Space, // The Space key
|
||||
Return, // The Return key
|
||||
Back, // The Backspace key
|
||||
Tab, // The Tabulation key
|
||||
PageUp, // The Page up key
|
||||
PageDown, // The Page down key
|
||||
End, // The End key
|
||||
Home, // The Home key
|
||||
Insert, // The Insert key
|
||||
Delete, // The Delete key
|
||||
Add, // +
|
||||
Subtract, // -
|
||||
Multiply, // *
|
||||
Divide, // /
|
||||
Left, // Left arrow
|
||||
Right, // Right arrow
|
||||
Up, // Up arrow
|
||||
Down, // Down arrow
|
||||
Numpad0, // The numpad 0 key
|
||||
Numpad1, // The numpad 1 key
|
||||
Numpad2, // The numpad 2 key
|
||||
Numpad3, // The numpad 3 key
|
||||
Numpad4, // The numpad 4 key
|
||||
Numpad5, // The numpad 5 key
|
||||
Numpad6, // The numpad 6 key
|
||||
Numpad7, // The numpad 7 key
|
||||
Numpad8, // The numpad 8 key
|
||||
Numpad9, // The numpad 9 key
|
||||
F1, // The F1 key
|
||||
F2, // The F2 key
|
||||
F3, // The F3 key
|
||||
F4, // The F4 key
|
||||
F5, // The F5 key
|
||||
F6, // The F6 key
|
||||
F7, // The F7 key
|
||||
F8, // The F8 key
|
||||
F9, // The F8 key
|
||||
F10, // The F10 key
|
||||
F11, // The F11 key
|
||||
F12, // The F12 key
|
||||
F13, // The F13 key
|
||||
F14, // The F14 key
|
||||
F15, // The F15 key
|
||||
Pause, // The Pause key
|
||||
|
||||
KeyCount // Keep last -- the total number of keyboard keys
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Check if a key is pressed
|
||||
/// </summary>
|
||||
/// <param name="key">Key to check</param>
|
||||
/// <returns>True if the key is pressed, false otherwise</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool IsKeyDown(Key key)
|
||||
{
|
||||
return sfKeyboard_IsKeyDown(key);
|
||||
}
|
||||
|
||||
#region Imports
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfKeyboard_IsKeyDown(Key Key);
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
81
bindings/dotnet/src/Window/Mouse.cs
Normal file
81
bindings/dotnet/src/Window/Mouse.cs
Normal file
@ -0,0 +1,81 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
namespace Window
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Give access to the real-time state of the mouse
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public class Mouse
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Mouse buttons
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public enum Button
|
||||
{
|
||||
/// <summary>The left mouse button</summary>
|
||||
Left,
|
||||
|
||||
/// <summary>The right mouse button</summary>
|
||||
Right,
|
||||
|
||||
/// <summary>The middle (wheel) mouse button</summary>
|
||||
Middle,
|
||||
|
||||
/// <summary>The first extra mouse button</summary>
|
||||
XButton1,
|
||||
|
||||
/// <summary>The second extra mouse button</summary>
|
||||
XButton2,
|
||||
|
||||
/// <summary>Keep last -- the total number of mouse buttons</summary>
|
||||
ButtonCount
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Check if a mouse button is pressed
|
||||
/// </summary>
|
||||
/// <param name="button">Button to check</param>
|
||||
/// <returns>True if the button is pressed, false otherwise</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool IsButtonPressed(Button button)
|
||||
{
|
||||
return sfMouse_IsButtonPressed(button);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get the current position of the mouse
|
||||
/// </summary>
|
||||
/// This function returns the current position of the mouse
|
||||
/// cursor.
|
||||
/// If the cursor is over a SFML window, the returned position
|
||||
/// is relative to this window. Otherwise, the returned position
|
||||
/// is in desktop coordinates.
|
||||
/// <returns>Current position of the mouse</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2i GetPosition()
|
||||
{
|
||||
Vector2i position;
|
||||
sfMouse_GetPosition(out position.X, out position.Y);
|
||||
return position;
|
||||
}
|
||||
|
||||
#region Imports
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfMouse_IsButtonPressed(Button button);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfMouse_GetPosition(out int x, out int y);
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
246
bindings/dotnet/src/Window/Vector2.cs
Normal file
246
bindings/dotnet/src/Window/Vector2.cs
Normal file
@ -0,0 +1,246 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace SFML
|
||||
{
|
||||
namespace Window
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Vector2f is an utility class for manipulating 2 dimensional
|
||||
/// vectors with float components
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Vector2f
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Construct the vector from its coordinates
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2f(float x, float y)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator - overload ; returns the opposite of a vector
|
||||
/// </summary>
|
||||
/// <param name="v">Vector to negate</param>
|
||||
/// <returns>-v</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2f operator -(Vector2f v)
|
||||
{
|
||||
return new Vector2f(-v.X, -v.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator - overload ; subtracts two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">First vector</param>
|
||||
/// <param name="v2">Second vector</param>
|
||||
/// <returns>v1 - v2</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2f operator -(Vector2f v1, Vector2f v2)
|
||||
{
|
||||
return new Vector2f(v1.X - v2.X, v1.Y - v2.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator + overload ; add two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">First vector</param>
|
||||
/// <param name="v2">Second vector</param>
|
||||
/// <returns>v1 + v2</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2f operator +(Vector2f v1, Vector2f v2)
|
||||
{
|
||||
return new Vector2f(v1.X + v2.X, v1.Y + v2.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator * overload ; multiply a vector by a scalar value
|
||||
/// </summary>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <returns>v * x</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2f operator *(Vector2f v, float x)
|
||||
{
|
||||
return new Vector2f(v.X * x, v.Y * x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator * overload ; multiply a scalar value by a vector
|
||||
/// </summary>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <returns>x * v</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2f operator *(float x, Vector2f v)
|
||||
{
|
||||
return new Vector2f(v.X * x, v.Y * x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator / overload ; divide a vector by a scalar value
|
||||
/// </summary>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <returns>v / x</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2f operator /(Vector2f v, float x)
|
||||
{
|
||||
return new Vector2f(v.X / x, v.Y / x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Provide a string describing the object
|
||||
/// </summary>
|
||||
/// <returns>String description of the object</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override string ToString()
|
||||
{
|
||||
return "[Vector2f]" +
|
||||
" X(" + X + ")" +
|
||||
" Y(" + Y + ")";
|
||||
}
|
||||
|
||||
/// <summary>X (horizontal) component of the vector</summary>
|
||||
public float X;
|
||||
|
||||
/// <summary>Y (vertical) component of the vector</summary>
|
||||
public float Y;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Vector2i is an utility class for manipulating 2 dimensional
|
||||
/// vectors with integer components
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Vector2i
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Construct the vector from its coordinates
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate</param>
|
||||
/// <param name="y">Y coordinate</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Vector2i(int x, int y)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator - overload ; returns the opposite of a vector
|
||||
/// </summary>
|
||||
/// <param name="v">Vector to negate</param>
|
||||
/// <returns>-v</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2i operator -(Vector2i v)
|
||||
{
|
||||
return new Vector2i(-v.X, -v.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator - overload ; subtracts two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">First vector</param>
|
||||
/// <param name="v2">Second vector</param>
|
||||
/// <returns>v1 - v2</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2i operator -(Vector2i v1, Vector2i v2)
|
||||
{
|
||||
return new Vector2i(v1.X - v2.X, v1.Y - v2.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator + overload ; add two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">First vector</param>
|
||||
/// <param name="v2">Second vector</param>
|
||||
/// <returns>v1 + v2</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2i operator +(Vector2i v1, Vector2i v2)
|
||||
{
|
||||
return new Vector2i(v1.X + v2.X, v1.Y + v2.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator * overload ; multiply a vector by a scalar value
|
||||
/// </summary>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <returns>v * x</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2i operator *(Vector2i v, int x)
|
||||
{
|
||||
return new Vector2i(v.X * x, v.Y * x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator * overload ; multiply a scalar value by a vector
|
||||
/// </summary>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <returns>x * v</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2i operator *(int x, Vector2i v)
|
||||
{
|
||||
return new Vector2i(v.X * x, v.Y * x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Operator / overload ; divide a vector by a scalar value
|
||||
/// </summary>
|
||||
/// <param name="v">Vector</param>
|
||||
/// <param name="x">Scalar value</param>
|
||||
/// <returns>v / x</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Vector2i operator /(Vector2i v, int x)
|
||||
{
|
||||
return new Vector2i(v.X / x, v.Y / x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Provide a string describing the object
|
||||
/// </summary>
|
||||
/// <returns>String description of the object</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public override string ToString()
|
||||
{
|
||||
return "[Vector2i]" +
|
||||
" X(" + X + ")" +
|
||||
" Y(" + Y + ")";
|
||||
}
|
||||
|
||||
/// <summary>X (horizontal) component of the vector</summary>
|
||||
public int X;
|
||||
|
||||
/// <summary>Y (vertical) component of the vector</summary>
|
||||
public int Y;
|
||||
}
|
||||
}
|
||||
}
|
@ -79,7 +79,6 @@ namespace SFML
|
||||
public Window(VideoMode mode, string title, Styles style, ContextSettings settings) :
|
||||
base(sfWindow_Create(mode, title, style, ref settings))
|
||||
{
|
||||
myInput = new Input(sfWindow_GetInput(This));
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -103,17 +102,6 @@ namespace SFML
|
||||
public Window(IntPtr Handle, ContextSettings settings) :
|
||||
base(sfWindow_CreateFromHandle(Handle, ref settings))
|
||||
{
|
||||
myInput = new Input(sfWindow_GetInput(This));
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Input manager of the window
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public Input Input
|
||||
{
|
||||
get {return myInput;}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -215,6 +203,19 @@ namespace SFML
|
||||
sfWindow_SetCursorPosition(This, x, y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Get the position of the mouse cursor
|
||||
/// </summary>
|
||||
/// <returns>The current position of the mouse cursor, relative to the window</returns>
|
||||
////////////////////////////////////////////////////////////
|
||||
public virtual Vector2i GetCursorPosition()
|
||||
{
|
||||
Vector2i position;
|
||||
sfWindow_GetCursorPosition(This, out position.X, out position.Y);
|
||||
return position;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Change the position of the window on screen.
|
||||
@ -469,19 +470,29 @@ namespace SFML
|
||||
GainedFocus(this, EventArgs.Empty);
|
||||
break;
|
||||
|
||||
case EventType.JoyButtonPressed :
|
||||
if (JoyButtonPressed != null)
|
||||
JoyButtonPressed(this, new JoyButtonEventArgs(e.JoyButton));
|
||||
case EventType.JoystickButtonPressed:
|
||||
if (JoystickButtonPressed != null)
|
||||
JoystickButtonPressed(this, new JoystickButtonEventArgs(e.JoystickButton));
|
||||
break;
|
||||
|
||||
case EventType.JoyButtonReleased :
|
||||
if (JoyButtonReleased != null)
|
||||
JoyButtonReleased(this, new JoyButtonEventArgs(e.JoyButton));
|
||||
case EventType.JoystickButtonReleased :
|
||||
if (JoystickButtonReleased != null)
|
||||
JoystickButtonReleased(this, new JoystickButtonEventArgs(e.JoystickButton));
|
||||
break;
|
||||
|
||||
case EventType.JoyMoved :
|
||||
if (JoyMoved != null)
|
||||
JoyMoved(this, new JoyMoveEventArgs(e.JoyMove));
|
||||
case EventType.JoystickMoved :
|
||||
if (JoystickMoved != null)
|
||||
JoystickMoved(this, new JoystickMoveEventArgs(e.JoystickMove));
|
||||
break;
|
||||
|
||||
case EventType.JoystickConnected:
|
||||
if (JoystickConnected != null)
|
||||
JoystickConnected(this, new JoystickConnectEventArgs(e.JoystickConnect));
|
||||
break;
|
||||
|
||||
case EventType.JoystickDisconnected:
|
||||
if (JoystickDisconnected != null)
|
||||
JoystickDisconnected(this, new JoystickConnectEventArgs(e.JoystickConnect));
|
||||
break;
|
||||
|
||||
case EventType.KeyPressed :
|
||||
@ -580,16 +591,20 @@ namespace SFML
|
||||
/// <summary>Event handler for the MouseLeft event</summary>
|
||||
public event EventHandler MouseLeft = null;
|
||||
|
||||
/// <summary>Event handler for the JoyButtonPressed event</summary>
|
||||
public event EventHandler<JoyButtonEventArgs> JoyButtonPressed = null;
|
||||
/// <summary>Event handler for the JoystickButtonPressed event</summary>
|
||||
public event EventHandler<JoystickButtonEventArgs> JoystickButtonPressed = null;
|
||||
|
||||
/// <summary>Event handler for the JoyButtonReleased event</summary>
|
||||
public event EventHandler<JoyButtonEventArgs> JoyButtonReleased = null;
|
||||
/// <summary>Event handler for the JoystickButtonReleased event</summary>
|
||||
public event EventHandler<JoystickButtonEventArgs> JoystickButtonReleased = null;
|
||||
|
||||
/// <summary>Event handler for the JoyMoved event</summary>
|
||||
public event EventHandler<JoyMoveEventArgs> JoyMoved = null;
|
||||
/// <summary>Event handler for the JoystickMoved event</summary>
|
||||
public event EventHandler<JoystickMoveEventArgs> JoystickMoved = null;
|
||||
|
||||
protected Input myInput = null;
|
||||
/// <summary>Event handler for the JoystickConnected event</summary>
|
||||
public event EventHandler<JoystickConnectEventArgs> JoystickConnected = null;
|
||||
|
||||
/// <summary>Event handler for the JoystickDisconnected event</summary>
|
||||
public event EventHandler<JoystickConnectEventArgs> JoystickDisconnected = null;
|
||||
|
||||
#region Imports
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
@ -601,9 +616,6 @@ namespace SFML
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfWindow_Destroy(IntPtr This);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern IntPtr sfWindow_GetInput(IntPtr This);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfWindow_IsOpened(IntPtr This);
|
||||
|
||||
@ -637,6 +649,9 @@ namespace SFML
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfWindow_SetCursorPosition(IntPtr This, uint X, uint Y);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfWindow_GetCursorPosition(IntPtr This, out int X, out int Y);
|
||||
|
||||
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfWindow_SetPosition(IntPtr This, int X, int Y);
|
||||
|
||||
|
@ -70,9 +70,12 @@
|
||||
<Compile Include="ContextSettings.cs" />
|
||||
<Compile Include="Event.cs" />
|
||||
<Compile Include="EventArgs.cs" />
|
||||
<Compile Include="Input.cs" />
|
||||
<Compile Include="Joystick.cs" />
|
||||
<Compile Include="Keyboard.cs" />
|
||||
<Compile Include="LoadingFailedException.cs" />
|
||||
<Compile Include="Mouse.cs" />
|
||||
<Compile Include="ObjectBase.cs" />
|
||||
<Compile Include="Vector2.cs" />
|
||||
<Compile Include="VideoMode.cs" />
|
||||
<Compile Include="Window.cs" />
|
||||
</ItemGroup>
|
||||
|
@ -114,7 +114,7 @@ public :
|
||||
/// \return True if the button is pressed, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool IsButtonPressed(unsigned int joystick, int button);
|
||||
static bool IsButtonPressed(unsigned int joystick, unsigned int button);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current position of a joystick axis
|
||||
|
@ -53,7 +53,7 @@ bool Joystick::HasAxis(unsigned int joystick, Axis axis)
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
bool Joystick::IsButtonPressed(unsigned int joystick, int button)
|
||||
bool Joystick::IsButtonPressed(unsigned int joystick, unsigned int button)
|
||||
{
|
||||
return priv::JoystickManager::GetInstance().GetState(joystick).Buttons[button];
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user