From b26417c24044b32112b1d3fb7a7f7f6089b7c059 Mon Sep 17 00:00:00 2001 From: groogy Date: Sat, 6 Nov 2010 18:01:24 +0000 Subject: [PATCH] Added skeleton for SFML::Input class. git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1619 4e206d99-4929-0410-ac5d-dfc041789085 --- ruby/sfml-window/window/Event.cpp | 14 ----- ruby/sfml-window/window/Input.cpp | 88 +++++++++++++++++++++++++++++++ ruby/sfml-window/window/Input.hpp | 31 +++++++++++ 3 files changed, 119 insertions(+), 14 deletions(-) create mode 100644 ruby/sfml-window/window/Input.cpp create mode 100644 ruby/sfml-window/window/Input.hpp diff --git a/ruby/sfml-window/window/Event.cpp b/ruby/sfml-window/window/Event.cpp index 6a351cbb..d208c83b 100644 --- a/ruby/sfml-window/window/Event.cpp +++ b/ruby/sfml-window/window/Event.cpp @@ -131,20 +131,6 @@ static VALUE a##Event_Set##b ( VALUE self, VALUE aVal ) \ return aVal; \ } -/*static VALUE JoyButtonEvent_GetJoystickId( VALUE self ) -{ - sf::Event * object = NULL; - Data_Get_Struct( self, sf::Event, object ); - return UINT2FIX( object->Key.JoystickId ); -} - -static VALUE JoyButtonEvent_SetJoystickId( VALUE self, VALUE aValue ) -{ - sf::Event * object = NULL; - Data_Get_Struct( self, sf::Event, object ); - return INT2NUM( object->Key.JoystickId = NUM2UINT( aValue ) ); -}*/ - EVENT_TYPE_ACCESSORS( JoyButton, JoystickId, INT2NUM, NUM2UINT ); EVENT_TYPE_ACCESSORS( JoyButton, Button, INT2NUM, NUM2UINT ); diff --git a/ruby/sfml-window/window/Input.cpp b/ruby/sfml-window/window/Input.cpp new file mode 100644 index 00000000..2ffe240e --- /dev/null +++ b/ruby/sfml-window/window/Input.cpp @@ -0,0 +1,88 @@ +/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se + * 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. + */ + +#include "Input.hpp" +#include "main.hpp" +#include + +/* SFML::Input provides a way to access the state of keys, mouse buttons, + * mouse position, joystick buttons and jostick axis. + * + * SFML::Input provides the same informations as the event system, but these + * informations can be accessed at any time, which is more convenient in many + * situations. + * + * For example, to move an entity you can decide to catch the + * SFML::Event::KeyPressed event on arrow keys. But if you do so, you will only + * receive one event when the key gets pressed (or repeated events if you + * activated this feature), thus the entity will not move smoothly. The best + * solution here is to use sf::Input::IsKeyDown so that you can update your + * entity's position at every iteration of your game loop, not only when you + * catch a KeyPressed event. + * + * Note that instances of sf::Input cannot be created directly, they must be + * retrieved from a window (sf::Window) with its GetInput() function. + * + * Usage example: + * + * # Retrieve the input object attached to our window + * input = window.getInput(); + * + * # Move an entity according to the current keys state + * offset = 5.0 * window.GetFrameTime(); # 5 pixels/sec + * entity.move( -offset, 0 ) if input.isKeyDown(SFML::Key::Left) == true + * entity.move( offset, 0 ) if input.isKeyDown(SFML::Key::Right) == true + * entity.move( 0, -offset ) if input.isKeyDown(SFML::Key::Up) == true + * entity.move( 0, offset ) if input.isKeyDown(SFML::Key::Down) == true + */ +VALUE globalInputClass; + +/* Free a heap allocated object + * Not accessible trough ruby directly! + */ +static void Input_Free( sf::Event *anObject ) +{ + delete anObject; +} + +/* call-seq: + * Input.new() -> input + * + * The constructor creates a new input. + */ +static VALUE Input_New( int argc, VALUE * args, VALUE aKlass ) +{ + sf::Input *object = new sf::Input(); + VALUE rbData = Data_Wrap_Struct( aKlass, 0, Input_Free, object ); + rb_obj_call_init( rbData, argc, args ); + return rbData; +} + +void Init_Input( void ) +{ + globalInputClass = rb_define_class_under( GetNamespace(), "Input", rb_cObject ); + + // Class methods + rb_define_singleton_method( globalInputClass, "new", FUNCPTR( Input_New ), -1 ); + + // Instance methods +} diff --git a/ruby/sfml-window/window/Input.hpp b/ruby/sfml-window/window/Input.hpp new file mode 100644 index 00000000..f3996901 --- /dev/null +++ b/ruby/sfml-window/window/Input.hpp @@ -0,0 +1,31 @@ +/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se + * 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_RUBYEXT_INPUT_HEADER_ +#define SFML_RUBYEXT_INPUT_HEADER_ + +#include "ruby.h" + +// Ruby initiation function +void Init_Input( void ); + +#endif // SFML_RUBYEXT_INPUT_HEADER_