SFML/ruby/sfml-window/window/Input.cpp
2010-11-06 18:01:24 +00:00

89 lines
3.2 KiB
C++

/* 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/Window/Input.hpp>
/* 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
}