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Ajout de la bibli SFML (A)
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180
code/SFML-2.4.2/include/SFML/Window/Context.hpp
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180
code/SFML-2.4.2/include/SFML/Window/Context.hpp
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@ -0,0 +1,180 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
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//
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// 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.
|
||||
//
|
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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_CONTEXT_HPP
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#define SFML_CONTEXT_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/Export.hpp>
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#include <SFML/Window/GlResource.hpp>
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#include <SFML/Window/ContextSettings.hpp>
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#include <SFML/System/NonCopyable.hpp>
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namespace sf
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{
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namespace priv
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{
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class GlContext;
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}
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typedef void (*GlFunctionPointer)();
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////////////////////////////////////////////////////////////
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/// \brief Class holding a valid drawing context
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///
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////////////////////////////////////////////////////////////
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class SFML_WINDOW_API Context : GlResource, NonCopyable
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// The constructor creates and activates the context
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///
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////////////////////////////////////////////////////////////
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Context();
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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/// The destructor deactivates and destroys the context
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///
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////////////////////////////////////////////////////////////
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~Context();
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate explicitly the context
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///
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/// \param active True to activate, false to deactivate
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///
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/// \return True on success, false on failure
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///
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////////////////////////////////////////////////////////////
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bool setActive(bool active);
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////////////////////////////////////////////////////////////
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/// \brief Get the settings of the context
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///
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/// Note that these settings may be different than the ones
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/// passed to the constructor; they are indeed adjusted if the
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/// original settings are not directly supported by the system.
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///
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/// \return Structure containing the settings
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///
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////////////////////////////////////////////////////////////
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const ContextSettings& getSettings() const;
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////////////////////////////////////////////////////////////
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/// \brief Check whether a given OpenGL extension is available
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///
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/// \param name Name of the extension to check for
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///
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/// \return True if available, false if unavailable
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///
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////////////////////////////////////////////////////////////
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static bool isExtensionAvailable(const char* name);
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////////////////////////////////////////////////////////////
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/// \brief Get the address of an OpenGL function
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///
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/// \param name Name of the function to get the address of
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///
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/// \return Address of the OpenGL function, 0 on failure
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///
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////////////////////////////////////////////////////////////
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static GlFunctionPointer getFunction(const char* name);
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////////////////////////////////////////////////////////////
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/// \brief Get the currently active context
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///
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/// \return The currently active context or NULL if none is active
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///
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////////////////////////////////////////////////////////////
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static const Context* getActiveContext();
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////////////////////////////////////////////////////////////
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/// \brief Construct a in-memory context
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///
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/// This constructor is for internal use, you don't need
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/// to bother with it.
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///
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/// \param settings Creation parameters
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/// \param width Back buffer width
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/// \param height Back buffer height
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///
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////////////////////////////////////////////////////////////
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Context(const ContextSettings& settings, unsigned int width, unsigned int height);
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::GlContext* m_context; ///< Internal OpenGL context
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};
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} // namespace sf
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#endif // SFML_CONTEXT_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Context
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/// \ingroup window
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///
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/// If you need to make OpenGL calls without having an
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/// active window (like in a thread), you can use an
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/// instance of this class to get a valid context.
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///
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/// Having a valid context is necessary for *every* OpenGL call.
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///
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/// Note that a context is only active in its current thread,
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/// if you create a new thread it will have no valid context
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/// by default.
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///
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/// To use a sf::Context instance, just construct it and let it
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/// live as long as you need a valid context. No explicit activation
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/// is needed, all it has to do is to exist. Its destructor
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/// will take care of deactivating and freeing all the attached
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/// resources.
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///
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/// Usage example:
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/// \code
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/// void threadFunction(void*)
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/// {
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/// sf::Context context;
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/// // from now on, you have a valid context
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///
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/// // you can make OpenGL calls
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/// glClear(GL_DEPTH_BUFFER_BIT);
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/// }
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/// // the context is automatically deactivated and destroyed
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/// // by the sf::Context destructor
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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148
code/SFML-2.4.2/include/SFML/Window/ContextSettings.hpp
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148
code/SFML-2.4.2/include/SFML/Window/ContextSettings.hpp
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@ -0,0 +1,148 @@
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////////////////////////////////////////////////////////////
|
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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.
|
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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_CONTEXTSETTINGS_HPP
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#define SFML_CONTEXTSETTINGS_HPP
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Structure defining the settings of the OpenGL
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/// context attached to a window
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///
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////////////////////////////////////////////////////////////
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struct ContextSettings
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{
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////////////////////////////////////////////////////////////
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/// \brief Enumeration of the context attribute flags
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///
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////////////////////////////////////////////////////////////
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enum Attribute
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{
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Default = 0, ///< Non-debug, compatibility context (this and the core attribute are mutually exclusive)
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Core = 1 << 0, ///< Core attribute
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Debug = 1 << 2 ///< Debug attribute
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};
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// \param depth Depth buffer bits
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/// \param stencil Stencil buffer bits
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/// \param antialiasing Antialiasing level
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/// \param major Major number of the context version
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/// \param minor Minor number of the context version
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/// \param attributes Attribute flags of the context
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/// \param sRgb sRGB capable framebuffer
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///
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////////////////////////////////////////////////////////////
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explicit ContextSettings(unsigned int depth = 0, unsigned int stencil = 0, unsigned int antialiasing = 0, unsigned int major = 1, unsigned int minor = 1, unsigned int attributes = Default, bool sRgb = false) :
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depthBits (depth),
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stencilBits (stencil),
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antialiasingLevel(antialiasing),
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majorVersion (major),
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minorVersion (minor),
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attributeFlags (attributes),
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sRgbCapable (sRgb)
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{
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}
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int depthBits; ///< Bits of the depth buffer
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unsigned int stencilBits; ///< Bits of the stencil buffer
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unsigned int antialiasingLevel; ///< Level of antialiasing
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unsigned int majorVersion; ///< Major number of the context version to create
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unsigned int minorVersion; ///< Minor number of the context version to create
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Uint32 attributeFlags; ///< The attribute flags to create the context with
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bool sRgbCapable; ///< Whether the context framebuffer is sRGB capable
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};
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} // namespace sf
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#endif // SFML_CONTEXTSETTINGS_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::ContextSettings
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/// \ingroup window
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///
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/// ContextSettings allows to define several advanced settings
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/// of the OpenGL context attached to a window. All these
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/// settings with the exception of the compatibility flag
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/// and anti-aliasing level have no impact on the regular
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/// SFML rendering (graphics module), so you may need to use
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/// this structure only if you're using SFML as a windowing
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/// system for custom OpenGL rendering.
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///
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/// The depthBits and stencilBits members define the number
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/// of bits per pixel requested for the (respectively) depth
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/// and stencil buffers.
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///
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/// antialiasingLevel represents the requested number of
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/// multisampling levels for anti-aliasing.
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///
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/// majorVersion and minorVersion define the version of the
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/// OpenGL context that you want. Only versions greater or
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/// equal to 3.0 are relevant; versions lesser than 3.0 are
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/// all handled the same way (i.e. you can use any version
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/// < 3.0 if you don't want an OpenGL 3 context).
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///
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/// When requesting a context with a version greater or equal
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/// to 3.2, you have the option of specifying whether the
|
||||
/// context should follow the core or compatibility profile
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/// of all newer (>= 3.2) OpenGL specifications. For versions
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/// 3.0 and 3.1 there is only the core profile. By default
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/// a compatibility context is created. You only need to specify
|
||||
/// the core flag if you want a core profile context to use with
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/// your own OpenGL rendering.
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/// <b>Warning: The graphics module will not function if you
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/// request a core profile context. Make sure the attributes are
|
||||
/// set to Default if you want to use the graphics module.</b>
|
||||
///
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||||
/// Setting the debug attribute flag will request a context with
|
||||
/// additional debugging features enabled. Depending on the
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||||
/// system, this might be required for advanced OpenGL debugging.
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/// OpenGL debugging is disabled by default.
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///
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||||
/// <b>Special Note for OS X:</b>
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||||
/// Apple only supports choosing between either a legacy context
|
||||
/// (OpenGL 2.1) or a core context (OpenGL version depends on the
|
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/// operating system version but is at least 3.2). Compatibility
|
||||
/// contexts are not supported. Further information is available on the
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||||
/// <a href="https://developer.apple.com/opengl/capabilities/index.html">
|
||||
/// OpenGL Capabilities Tables</a> page. OS X also currently does
|
||||
/// not support debug contexts.
|
||||
///
|
||||
/// Please note that these values are only a hint.
|
||||
/// No failure will be reported if one or more of these values
|
||||
/// are not supported by the system; instead, SFML will try to
|
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/// find the closest valid match. You can then retrieve the
|
||||
/// settings that the window actually used to create its context,
|
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/// with Window::getSettings().
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||||
///
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||||
////////////////////////////////////////////////////////////
|
284
code/SFML-2.4.2/include/SFML/Window/Event.hpp
Normal file
284
code/SFML-2.4.2/include/SFML/Window/Event.hpp
Normal file
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@ -0,0 +1,284 @@
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////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_EVENT_HPP
|
||||
#define SFML_EVENT_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Config.hpp>
|
||||
#include <SFML/Window/Joystick.hpp>
|
||||
#include <SFML/Window/Keyboard.hpp>
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||||
#include <SFML/Window/Mouse.hpp>
|
||||
#include <SFML/Window/Sensor.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Defines a system event and its parameters
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class Event
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Size events parameters (Resized)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct SizeEvent
|
||||
{
|
||||
unsigned int width; ///< New width, in pixels
|
||||
unsigned int height; ///< New height, in pixels
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Keyboard event parameters (KeyPressed, KeyReleased)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct KeyEvent
|
||||
{
|
||||
Keyboard::Key code; ///< Code of the key that has been pressed
|
||||
bool alt; ///< Is the Alt key pressed?
|
||||
bool control; ///< Is the Control key pressed?
|
||||
bool shift; ///< Is the Shift key pressed?
|
||||
bool system; ///< Is the System key pressed?
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Text event parameters (TextEntered)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct TextEvent
|
||||
{
|
||||
Uint32 unicode; ///< UTF-32 Unicode value of the character
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Mouse move event parameters (MouseMoved)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct MouseMoveEvent
|
||||
{
|
||||
int x; ///< X position of the mouse pointer, relative to the left of the owner window
|
||||
int y; ///< Y position of the mouse pointer, relative to the top of the owner window
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Mouse buttons events parameters
|
||||
/// (MouseButtonPressed, MouseButtonReleased)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct MouseButtonEvent
|
||||
{
|
||||
Mouse::Button button; ///< Code of the button that has been pressed
|
||||
int x; ///< X position of the mouse pointer, relative to the left of the owner window
|
||||
int y; ///< Y position of the mouse pointer, relative to the top of the owner window
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Mouse wheel events parameters (MouseWheelMoved)
|
||||
///
|
||||
/// \deprecated This event is deprecated and potentially inaccurate.
|
||||
/// Use MouseWheelScrollEvent instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct MouseWheelEvent
|
||||
{
|
||||
int delta; ///< Number of ticks the wheel has moved (positive is up, negative is down)
|
||||
int x; ///< X position of the mouse pointer, relative to the left of the owner window
|
||||
int y; ///< Y position of the mouse pointer, relative to the top of the owner window
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Mouse wheel events parameters (MouseWheelScrolled)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct MouseWheelScrollEvent
|
||||
{
|
||||
Mouse::Wheel wheel; ///< Which wheel (for mice with multiple ones)
|
||||
float delta; ///< Wheel offset (positive is up/left, negative is down/right). High-precision mice may use non-integral offsets.
|
||||
int x; ///< X position of the mouse pointer, relative to the left of the owner window
|
||||
int y; ///< Y position of the mouse pointer, relative to the top of the owner window
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Joystick connection events parameters
|
||||
/// (JoystickConnected, JoystickDisconnected)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct JoystickConnectEvent
|
||||
{
|
||||
unsigned int joystickId; ///< Index of the joystick (in range [0 .. Joystick::Count - 1])
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Joystick axis move event parameters (JoystickMoved)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct JoystickMoveEvent
|
||||
{
|
||||
unsigned int joystickId; ///< Index of the joystick (in range [0 .. Joystick::Count - 1])
|
||||
Joystick::Axis axis; ///< Axis on which the joystick moved
|
||||
float position; ///< New position on the axis (in range [-100 .. 100])
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Joystick buttons events parameters
|
||||
/// (JoystickButtonPressed, JoystickButtonReleased)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct JoystickButtonEvent
|
||||
{
|
||||
unsigned int joystickId; ///< Index of the joystick (in range [0 .. Joystick::Count - 1])
|
||||
unsigned int button; ///< Index of the button that has been pressed (in range [0 .. Joystick::ButtonCount - 1])
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Touch events parameters (TouchBegan, TouchMoved, TouchEnded)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct TouchEvent
|
||||
{
|
||||
unsigned int finger; ///< Index of the finger in case of multi-touch events
|
||||
int x; ///< X position of the touch, relative to the left of the owner window
|
||||
int y; ///< Y position of the touch, relative to the top of the owner window
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Sensor event parameters (SensorChanged)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct SensorEvent
|
||||
{
|
||||
Sensor::Type type; ///< Type of the sensor
|
||||
float x; ///< Current value of the sensor on X axis
|
||||
float y; ///< Current value of the sensor on Y axis
|
||||
float z; ///< Current value of the sensor on Z axis
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Enumeration of the different types of events
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
enum EventType
|
||||
{
|
||||
Closed, ///< The window requested to be closed (no data)
|
||||
Resized, ///< The window was resized (data in event.size)
|
||||
LostFocus, ///< The window lost the focus (no data)
|
||||
GainedFocus, ///< The window gained the focus (no data)
|
||||
TextEntered, ///< A character was entered (data in event.text)
|
||||
KeyPressed, ///< A key was pressed (data in event.key)
|
||||
KeyReleased, ///< A key was released (data in event.key)
|
||||
MouseWheelMoved, ///< The mouse wheel was scrolled (data in event.mouseWheel) (deprecated)
|
||||
MouseWheelScrolled, ///< The mouse wheel was scrolled (data in event.mouseWheelScroll)
|
||||
MouseButtonPressed, ///< A mouse button was pressed (data in event.mouseButton)
|
||||
MouseButtonReleased, ///< A mouse button was released (data in event.mouseButton)
|
||||
MouseMoved, ///< The mouse cursor moved (data in event.mouseMove)
|
||||
MouseEntered, ///< The mouse cursor entered the area of the window (no data)
|
||||
MouseLeft, ///< The mouse cursor left the area of the window (no data)
|
||||
JoystickButtonPressed, ///< A joystick button was pressed (data in event.joystickButton)
|
||||
JoystickButtonReleased, ///< A joystick button was released (data in event.joystickButton)
|
||||
JoystickMoved, ///< The joystick moved along an axis (data in event.joystickMove)
|
||||
JoystickConnected, ///< A joystick was connected (data in event.joystickConnect)
|
||||
JoystickDisconnected, ///< A joystick was disconnected (data in event.joystickConnect)
|
||||
TouchBegan, ///< A touch event began (data in event.touch)
|
||||
TouchMoved, ///< A touch moved (data in event.touch)
|
||||
TouchEnded, ///< A touch event ended (data in event.touch)
|
||||
SensorChanged, ///< A sensor value changed (data in event.sensor)
|
||||
|
||||
Count ///< Keep last -- the total number of event types
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
EventType type; ///< Type of the event
|
||||
|
||||
union
|
||||
{
|
||||
SizeEvent size; ///< Size event parameters (Event::Resized)
|
||||
KeyEvent key; ///< Key event parameters (Event::KeyPressed, Event::KeyReleased)
|
||||
TextEvent text; ///< Text event parameters (Event::TextEntered)
|
||||
MouseMoveEvent mouseMove; ///< Mouse move event parameters (Event::MouseMoved)
|
||||
MouseButtonEvent mouseButton; ///< Mouse button event parameters (Event::MouseButtonPressed, Event::MouseButtonReleased)
|
||||
MouseWheelEvent mouseWheel; ///< Mouse wheel event parameters (Event::MouseWheelMoved) (deprecated)
|
||||
MouseWheelScrollEvent mouseWheelScroll; ///< Mouse wheel event parameters (Event::MouseWheelScrolled)
|
||||
JoystickMoveEvent joystickMove; ///< Joystick move event parameters (Event::JoystickMoved)
|
||||
JoystickButtonEvent joystickButton; ///< Joystick button event parameters (Event::JoystickButtonPressed, Event::JoystickButtonReleased)
|
||||
JoystickConnectEvent joystickConnect; ///< Joystick (dis)connect event parameters (Event::JoystickConnected, Event::JoystickDisconnected)
|
||||
TouchEvent touch; ///< Touch events parameters (Event::TouchBegan, Event::TouchMoved, Event::TouchEnded)
|
||||
SensorEvent sensor; ///< Sensor event parameters (Event::SensorChanged)
|
||||
};
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_EVENT_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Event
|
||||
/// \ingroup window
|
||||
///
|
||||
/// sf::Event holds all the informations about a system event
|
||||
/// that just happened. Events are retrieved using the
|
||||
/// sf::Window::pollEvent and sf::Window::waitEvent functions.
|
||||
///
|
||||
/// A sf::Event instance contains the type of the event
|
||||
/// (mouse moved, key pressed, window closed, ...) as well
|
||||
/// as the details about this particular event. Please note that
|
||||
/// the event parameters are defined in a union, which means that
|
||||
/// only the member matching the type of the event will be properly
|
||||
/// filled; all other members will have undefined values and must not
|
||||
/// be read if the type of the event doesn't match. For example,
|
||||
/// if you received a KeyPressed event, then you must read the
|
||||
/// event.key member, all other members such as event.MouseMove
|
||||
/// or event.text will have undefined values.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// sf::Event event;
|
||||
/// while (window.pollEvent(event))
|
||||
/// {
|
||||
/// // Request for closing the window
|
||||
/// if (event.type == sf::Event::Closed)
|
||||
/// window.close();
|
||||
///
|
||||
/// // The escape key was pressed
|
||||
/// if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
|
||||
/// window.close();
|
||||
///
|
||||
/// // The window was resized
|
||||
/// if (event.type == sf::Event::Resized)
|
||||
/// doSomethingWithTheNewSize(event.size.width, event.size.height);
|
||||
///
|
||||
/// // etc ...
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
48
code/SFML-2.4.2/include/SFML/Window/Export.hpp
Normal file
48
code/SFML-2.4.2/include/SFML/Window/Export.hpp
Normal file
|
@ -0,0 +1,48 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_WINDOW_EXPORT_HPP
|
||||
#define SFML_WINDOW_EXPORT_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Config.hpp>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Define portable import / export macros
|
||||
////////////////////////////////////////////////////////////
|
||||
#if defined(SFML_WINDOW_EXPORTS)
|
||||
|
||||
#define SFML_WINDOW_API SFML_API_EXPORT
|
||||
|
||||
#else
|
||||
|
||||
#define SFML_WINDOW_API SFML_API_IMPORT
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#endif // SFML_WINDOW_EXPORT_HPP
|
94
code/SFML-2.4.2/include/SFML/Window/GlResource.hpp
Normal file
94
code/SFML-2.4.2/include/SFML/Window/GlResource.hpp
Normal file
|
@ -0,0 +1,94 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_GLRESOURCE_HPP
|
||||
#define SFML_GLRESOURCE_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Export.hpp>
|
||||
#include <SFML/System/NonCopyable.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
|
||||
class Context;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Base class for classes that require an OpenGL context
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API GlResource
|
||||
{
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
GlResource();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~GlResource();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief RAII helper class to temporarily lock an available context for use
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API TransientContextLock : NonCopyable
|
||||
{
|
||||
public:
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
TransientContextLock();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~TransientContextLock();
|
||||
};
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_GLRESOURCE_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::GlResource
|
||||
/// \ingroup window
|
||||
///
|
||||
/// This class is for internal use only, it must be the base
|
||||
/// of every class that requires a valid OpenGL context in
|
||||
/// order to work.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
227
code/SFML-2.4.2/include/SFML/Window/Joystick.hpp
Normal file
227
code/SFML-2.4.2/include/SFML/Window/Joystick.hpp
Normal file
|
@ -0,0 +1,227 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_JOYSTICK_HPP
|
||||
#define SFML_JOYSTICK_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Export.hpp>
|
||||
#include <SFML/System/String.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Give access to the real-time state of the joysticks
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API Joystick
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Constants related to joysticks capabilities
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
enum
|
||||
{
|
||||
Count = 8, ///< Maximum number of supported joysticks
|
||||
ButtonCount = 32, ///< Maximum number of supported buttons
|
||||
AxisCount = 8 ///< Maximum number of supported axes
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Axes supported by SFML joysticks
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
enum Axis
|
||||
{
|
||||
X, ///< The X axis
|
||||
Y, ///< The Y axis
|
||||
Z, ///< The Z axis
|
||||
R, ///< The R axis
|
||||
U, ///< The U axis
|
||||
V, ///< The V axis
|
||||
PovX, ///< The X axis of the point-of-view hat
|
||||
PovY ///< The Y axis of the point-of-view hat
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Structure holding a joystick's identification
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct SFML_WINDOW_API Identification
|
||||
{
|
||||
Identification();
|
||||
|
||||
String name; ///< Name of the joystick
|
||||
unsigned int vendorId; ///< Manufacturer identifier
|
||||
unsigned int productId; ///< Product identifier
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a joystick is connected
|
||||
///
|
||||
/// \param joystick Index of the joystick to check
|
||||
///
|
||||
/// \return True if the joystick is connected, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool isConnected(unsigned int joystick);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Return the number of buttons supported by a joystick
|
||||
///
|
||||
/// If the joystick is not connected, this function returns 0.
|
||||
///
|
||||
/// \param joystick Index of the joystick
|
||||
///
|
||||
/// \return Number of buttons supported by the joystick
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static unsigned int getButtonCount(unsigned int joystick);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a joystick supports a given axis
|
||||
///
|
||||
/// If the joystick is not connected, this function returns false.
|
||||
///
|
||||
/// \param joystick Index of the joystick
|
||||
/// \param axis Axis to check
|
||||
///
|
||||
/// \return True if the joystick supports the axis, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool hasAxis(unsigned int joystick, Axis axis);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a joystick button is pressed
|
||||
///
|
||||
/// If the joystick is not connected, this function returns false.
|
||||
///
|
||||
/// \param joystick Index of the joystick
|
||||
/// \param button Button to check
|
||||
///
|
||||
/// \return True if the button is pressed, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool isButtonPressed(unsigned int joystick, unsigned int button);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current position of a joystick axis
|
||||
///
|
||||
/// If the joystick is not connected, this function returns 0.
|
||||
///
|
||||
/// \param joystick Index of the joystick
|
||||
/// \param axis Axis to check
|
||||
///
|
||||
/// \return Current position of the axis, in range [-100 .. 100]
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static float getAxisPosition(unsigned int joystick, Axis axis);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the joystick information
|
||||
///
|
||||
/// \param joystick Index of the joystick
|
||||
///
|
||||
/// \return Structure containing joystick information.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static Identification getIdentification(unsigned int joystick);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Update the states of all joysticks
|
||||
///
|
||||
/// This function is used internally by SFML, so you normally
|
||||
/// don't have to call it explicitly. However, you may need to
|
||||
/// call it if you have no window yet (or no window at all):
|
||||
/// in this case the joystick states are not updated automatically.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static void update();
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_JOYSTICK_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Joystick
|
||||
/// \ingroup window
|
||||
///
|
||||
/// sf::Joystick provides an interface to the state of the
|
||||
/// joysticks. It only contains static functions, so it's not
|
||||
/// meant to be instantiated. Instead, each joystick is identified
|
||||
/// by an index that is passed to the functions of this class.
|
||||
///
|
||||
/// This class allows users to query the state of joysticks at any
|
||||
/// time and directly, without having to deal with a window and
|
||||
/// its events. Compared to the JoystickMoved, JoystickButtonPressed
|
||||
/// and JoystickButtonReleased events, sf::Joystick can retrieve the
|
||||
/// state of axes and buttons of joysticks at any time
|
||||
/// (you don't need to store and update a boolean on your side
|
||||
/// in order to know if a button is pressed or released), and you
|
||||
/// always get the real state of joysticks, even if they are
|
||||
/// moved, pressed or released when your window is out of focus
|
||||
/// and no event is triggered.
|
||||
///
|
||||
/// SFML supports:
|
||||
/// \li 8 joysticks (sf::Joystick::Count)
|
||||
/// \li 32 buttons per joystick (sf::Joystick::ButtonCount)
|
||||
/// \li 8 axes per joystick (sf::Joystick::AxisCount)
|
||||
///
|
||||
/// Unlike the keyboard or mouse, the state of joysticks is sometimes
|
||||
/// not directly available (depending on the OS), therefore an update()
|
||||
/// function must be called in order to update the current state of
|
||||
/// joysticks. When you have a window with event handling, this is done
|
||||
/// automatically, you don't need to call anything. But if you have no
|
||||
/// window, or if you want to check joysticks state before creating one,
|
||||
/// you must call sf::Joystick::update explicitly.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// // Is joystick #0 connected?
|
||||
/// bool connected = sf::Joystick::isConnected(0);
|
||||
///
|
||||
/// // How many buttons does joystick #0 support?
|
||||
/// unsigned int buttons = sf::Joystick::getButtonCount(0);
|
||||
///
|
||||
/// // Does joystick #0 define a X axis?
|
||||
/// bool hasX = sf::Joystick::hasAxis(0, sf::Joystick::X);
|
||||
///
|
||||
/// // Is button #2 pressed on joystick #0?
|
||||
/// bool pressed = sf::Joystick::isButtonPressed(0, 2);
|
||||
///
|
||||
/// // What's the current position of the Y axis on joystick #0?
|
||||
/// float position = sf::Joystick::getAxisPosition(0, sf::Joystick::Y);
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Keyboard, sf::Mouse
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
224
code/SFML-2.4.2/include/SFML/Window/Keyboard.hpp
Normal file
224
code/SFML-2.4.2/include/SFML/Window/Keyboard.hpp
Normal file
|
@ -0,0 +1,224 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_KEYBOARD_HPP
|
||||
#define SFML_KEYBOARD_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Export.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Give access to the real-time state of the keyboard
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API Keyboard
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Key codes
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
enum Key
|
||||
{
|
||||
Unknown = -1, ///< Unhandled key
|
||||
A = 0, ///< 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
|
||||
BackSpace, ///< 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, ///< The + key
|
||||
Subtract, ///< The - key
|
||||
Multiply, ///< The * key
|
||||
Divide, ///< The / key
|
||||
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 F9 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
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a key is pressed
|
||||
///
|
||||
/// \param key Key to check
|
||||
///
|
||||
/// \return True if the key is pressed, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool isKeyPressed(Key key);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Show or hide the virtual keyboard
|
||||
///
|
||||
/// Warning: the virtual keyboard is not supported on all
|
||||
/// systems. It will typically be implemented on mobile OSes
|
||||
/// (Android, iOS) but not on desktop OSes (Windows, Linux, ...).
|
||||
///
|
||||
/// If the virtual keyboard is not available, this function does
|
||||
/// nothing.
|
||||
///
|
||||
/// \param visible True to show, false to hide
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static void setVirtualKeyboardVisible(bool visible);
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_KEYBOARD_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Keyboard
|
||||
/// \ingroup window
|
||||
///
|
||||
/// sf::Keyboard provides an interface to the state of the
|
||||
/// keyboard. It only contains static functions (a single
|
||||
/// keyboard is assumed), so it's not meant to be instantiated.
|
||||
///
|
||||
/// This class allows users to query the keyboard state at any
|
||||
/// time and directly, without having to deal with a window and
|
||||
/// its events. Compared to the KeyPressed and KeyReleased events,
|
||||
/// sf::Keyboard can retrieve the state of a key at any time
|
||||
/// (you don't need to store and update a boolean on your side
|
||||
/// in order to know if a key is pressed or released), and you
|
||||
/// always get the real state of the keyboard, even if keys are
|
||||
/// pressed or released when your window is out of focus and no
|
||||
/// event is triggered.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
|
||||
/// {
|
||||
/// // move left...
|
||||
/// }
|
||||
/// else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
|
||||
/// {
|
||||
/// // move right...
|
||||
/// }
|
||||
/// else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
|
||||
/// {
|
||||
/// // quit...
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Joystick, sf::Mouse, sf::Touch
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
177
code/SFML-2.4.2/include/SFML/Window/Mouse.hpp
Normal file
177
code/SFML-2.4.2/include/SFML/Window/Mouse.hpp
Normal file
|
@ -0,0 +1,177 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_HPP
|
||||
#define SFML_MOUSE_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Export.hpp>
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
class Window;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Give access to the real-time state of the mouse
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API Mouse
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Mouse buttons
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
enum Button
|
||||
{
|
||||
Left, ///< The left mouse button
|
||||
Right, ///< The right mouse button
|
||||
Middle, ///< The middle (wheel) mouse button
|
||||
XButton1, ///< The first extra mouse button
|
||||
XButton2, ///< The second extra mouse button
|
||||
|
||||
ButtonCount ///< Keep last -- the total number of mouse buttons
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Mouse wheels
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
enum Wheel
|
||||
{
|
||||
VerticalWheel, ///< The vertical mouse wheel
|
||||
HorizontalWheel ///< The horizontal mouse wheel
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a mouse button is pressed
|
||||
///
|
||||
/// \param button Button to check
|
||||
///
|
||||
/// \return True if the button is pressed, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool isButtonPressed(Button button);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current position of the mouse in desktop coordinates
|
||||
///
|
||||
/// This function returns the global position of the mouse
|
||||
/// cursor on the desktop.
|
||||
///
|
||||
/// \return Current position of the mouse
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static Vector2i getPosition();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current position of the mouse in window coordinates
|
||||
///
|
||||
/// This function returns the current position of the mouse
|
||||
/// cursor, relative to the given window.
|
||||
///
|
||||
/// \param relativeTo Reference window
|
||||
///
|
||||
/// \return Current position of the mouse
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static Vector2i getPosition(const Window& relativeTo);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the current position of the mouse in desktop coordinates
|
||||
///
|
||||
/// This function sets the global position of the mouse
|
||||
/// cursor on the desktop.
|
||||
///
|
||||
/// \param position New position of the mouse
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static void setPosition(const Vector2i& position);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the current position of the mouse in window coordinates
|
||||
///
|
||||
/// This function sets the current position of the mouse
|
||||
/// cursor, relative to the given window.
|
||||
///
|
||||
/// \param position New position of the mouse
|
||||
/// \param relativeTo Reference window
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static void setPosition(const Vector2i& position, const Window& relativeTo);
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_MOUSE_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Mouse
|
||||
/// \ingroup window
|
||||
///
|
||||
/// sf::Mouse provides an interface to the state of the
|
||||
/// mouse. It only contains static functions (a single
|
||||
/// mouse is assumed), so it's not meant to be instantiated.
|
||||
///
|
||||
/// This class allows users to query the mouse state at any
|
||||
/// time and directly, without having to deal with a window and
|
||||
/// its events. Compared to the MouseMoved, MouseButtonPressed
|
||||
/// and MouseButtonReleased events, sf::Mouse can retrieve the
|
||||
/// state of the cursor and the buttons at any time
|
||||
/// (you don't need to store and update a boolean on your side
|
||||
/// in order to know if a button is pressed or released), and you
|
||||
/// always get the real state of the mouse, even if it is
|
||||
/// moved, pressed or released when your window is out of focus
|
||||
/// and no event is triggered.
|
||||
///
|
||||
/// The setPosition and getPosition functions can be used to change
|
||||
/// or retrieve the current position of the mouse pointer. There are
|
||||
/// two versions: one that operates in global coordinates (relative
|
||||
/// to the desktop) and one that operates in window coordinates
|
||||
/// (relative to a specific window).
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
|
||||
/// {
|
||||
/// // left click...
|
||||
/// }
|
||||
///
|
||||
/// // get global mouse position
|
||||
/// sf::Vector2i position = sf::Mouse::getPosition();
|
||||
///
|
||||
/// // set mouse position relative to a window
|
||||
/// sf::Mouse::setPosition(sf::Vector2i(100, 200), window);
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Joystick, sf::Keyboard, sf::Touch
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
150
code/SFML-2.4.2/include/SFML/Window/Sensor.hpp
Normal file
150
code/SFML-2.4.2/include/SFML/Window/Sensor.hpp
Normal file
|
@ -0,0 +1,150 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_SENSOR_HPP
|
||||
#define SFML_SENSOR_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Export.hpp>
|
||||
#include <SFML/System/Vector3.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Give access to the real-time state of the sensors
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API Sensor
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Sensor type
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
enum Type
|
||||
{
|
||||
Accelerometer, ///< Measures the raw acceleration (m/s^2)
|
||||
Gyroscope, ///< Measures the raw rotation rates (degrees/s)
|
||||
Magnetometer, ///< Measures the ambient magnetic field (micro-teslas)
|
||||
Gravity, ///< Measures the direction and intensity of gravity, independent of device acceleration (m/s^2)
|
||||
UserAcceleration, ///< Measures the direction and intensity of device acceleration, independent of the gravity (m/s^2)
|
||||
Orientation, ///< Measures the absolute 3D orientation (degrees)
|
||||
|
||||
Count ///< Keep last -- the total number of sensor types
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a sensor is available on the underlying platform
|
||||
///
|
||||
/// \param sensor Sensor to check
|
||||
///
|
||||
/// \return True if the sensor is available, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool isAvailable(Type sensor);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Enable or disable a sensor
|
||||
///
|
||||
/// All sensors are disabled by default, to avoid consuming too
|
||||
/// much battery power. Once a sensor is enabled, it starts
|
||||
/// sending events of the corresponding type.
|
||||
///
|
||||
/// This function does nothing if the sensor is unavailable.
|
||||
///
|
||||
/// \param sensor Sensor to enable
|
||||
/// \param enabled True to enable, false to disable
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static void setEnabled(Type sensor, bool enabled);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current sensor value
|
||||
///
|
||||
/// \param sensor Sensor to read
|
||||
///
|
||||
/// \return The current sensor value
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static Vector3f getValue(Type sensor);
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SENSOR_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Sensor
|
||||
/// \ingroup window
|
||||
///
|
||||
/// sf::Sensor provides an interface to the state of the
|
||||
/// various sensors that a device provides. It only contains static
|
||||
/// functions, so it's not meant to be instantiated.
|
||||
///
|
||||
/// This class allows users to query the sensors values at any
|
||||
/// time and directly, without having to deal with a window and
|
||||
/// its events. Compared to the SensorChanged event, sf::Sensor
|
||||
/// can retrieve the state of a sensor at any time (you don't need to
|
||||
/// store and update its current value on your side).
|
||||
///
|
||||
/// Depending on the OS and hardware of the device (phone, tablet, ...),
|
||||
/// some sensor types may not be available. You should always check
|
||||
/// the availability of a sensor before trying to read it, with the
|
||||
/// sf::Sensor::isAvailable function.
|
||||
///
|
||||
/// You may wonder why some sensor types look so similar, for example
|
||||
/// Accelerometer and Gravity / UserAcceleration. The first one
|
||||
/// is the raw measurement of the acceleration, and takes into account
|
||||
/// both the earth gravity and the user movement. The others are
|
||||
/// more precise: they provide these components separately, which is
|
||||
/// usually more useful. In fact they are not direct sensors, they
|
||||
/// are computed internally based on the raw acceleration and other sensors.
|
||||
/// This is exactly the same for Gyroscope vs Orientation.
|
||||
///
|
||||
/// Because sensors consume a non-negligible amount of current, they are
|
||||
/// all disabled by default. You must call sf::Sensor::setEnabled for each
|
||||
/// sensor in which you are interested.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// if (sf::Sensor::isAvailable(sf::Sensor::Gravity))
|
||||
/// {
|
||||
/// // gravity sensor is available
|
||||
/// }
|
||||
///
|
||||
/// // enable the gravity sensor
|
||||
/// sf::Sensor::setEnabled(sf::Sensor::Gravity, true);
|
||||
///
|
||||
/// // get the current value of gravity
|
||||
/// sf::Vector3f gravity = sf::Sensor::getValue(sf::Sensor::Gravity);
|
||||
/// \endcode
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
137
code/SFML-2.4.2/include/SFML/Window/Touch.hpp
Normal file
137
code/SFML-2.4.2/include/SFML/Window/Touch.hpp
Normal file
|
@ -0,0 +1,137 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_TOUCH_HPP
|
||||
#define SFML_TOUCH_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Export.hpp>
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
class Window;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Give access to the real-time state of the touches
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API Touch
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if a touch event is currently down
|
||||
///
|
||||
/// \param finger Finger index
|
||||
///
|
||||
/// \return True if \a finger is currently touching the screen, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool isDown(unsigned int finger);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current position of a touch in desktop coordinates
|
||||
///
|
||||
/// This function returns the current touch position
|
||||
/// in global (desktop) coordinates.
|
||||
///
|
||||
/// \param finger Finger index
|
||||
///
|
||||
/// \return Current position of \a finger, or undefined if it's not down
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static Vector2i getPosition(unsigned int finger);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current position of a touch in window coordinates
|
||||
///
|
||||
/// This function returns the current touch position
|
||||
/// relative to the given window.
|
||||
///
|
||||
/// \param finger Finger index
|
||||
/// \param relativeTo Reference window
|
||||
///
|
||||
/// \return Current position of \a finger, or undefined if it's not down
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static Vector2i getPosition(unsigned int finger, const Window& relativeTo);
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_TOUCH_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Touch
|
||||
/// \ingroup window
|
||||
///
|
||||
/// sf::Touch provides an interface to the state of the
|
||||
/// touches. It only contains static functions, so it's not
|
||||
/// meant to be instantiated.
|
||||
///
|
||||
/// This class allows users to query the touches state at any
|
||||
/// time and directly, without having to deal with a window and
|
||||
/// its events. Compared to the TouchBegan, TouchMoved
|
||||
/// and TouchEnded events, sf::Touch can retrieve the
|
||||
/// state of the touches at any time (you don't need to store and
|
||||
/// update a boolean on your side in order to know if a touch is down),
|
||||
/// and you always get the real state of the touches, even if they
|
||||
/// happen when your window is out of focus and no event is triggered.
|
||||
///
|
||||
/// The getPosition function can be used to retrieve the current
|
||||
/// position of a touch. There are two versions: one that operates
|
||||
/// in global coordinates (relative to the desktop) and one that
|
||||
/// operates in window coordinates (relative to a specific window).
|
||||
///
|
||||
/// Touches are identified by an index (the "finger"), so that in
|
||||
/// multi-touch events, individual touches can be tracked correctly.
|
||||
/// As long as a finger touches the screen, it will keep the same index
|
||||
/// even if other fingers start or stop touching the screen in the
|
||||
/// meantime. As a consequence, active touch indices may not always be
|
||||
/// sequential (i.e. touch number 0 may be released while touch number 1
|
||||
/// is still down).
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// if (sf::Touch::isDown(0))
|
||||
/// {
|
||||
/// // touch 0 is down
|
||||
/// }
|
||||
///
|
||||
/// // get global position of touch 1
|
||||
/// sf::Vector2i globalPos = sf::Touch::getPosition(1);
|
||||
///
|
||||
/// // get position of touch 1 relative to a window
|
||||
/// sf::Vector2i relativePos = sf::Touch::getPosition(1, window);
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Joystick, sf::Keyboard, sf::Mouse
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
228
code/SFML-2.4.2/include/SFML/Window/VideoMode.hpp
Normal file
228
code/SFML-2.4.2/include/SFML/Window/VideoMode.hpp
Normal file
|
@ -0,0 +1,228 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_VIDEOMODE_HPP
|
||||
#define SFML_VIDEOMODE_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Export.hpp>
|
||||
#include <vector>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief VideoMode defines a video mode (width, height, bpp)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API VideoMode
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This constructors initializes all members to 0.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
VideoMode();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Construct the video mode with its attributes
|
||||
///
|
||||
/// \param modeWidth Width in pixels
|
||||
/// \param modeHeight Height in pixels
|
||||
/// \param modeBitsPerPixel Pixel depths in bits per pixel
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
VideoMode(unsigned int modeWidth, unsigned int modeHeight, unsigned int modeBitsPerPixel = 32);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current desktop video mode
|
||||
///
|
||||
/// \return Current desktop video mode
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static VideoMode getDesktopMode();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Retrieve all the video modes supported in fullscreen mode
|
||||
///
|
||||
/// When creating a fullscreen window, the video mode is restricted
|
||||
/// to be compatible with what the graphics driver and monitor
|
||||
/// support. This function returns the complete list of all video
|
||||
/// modes that can be used in fullscreen mode.
|
||||
/// The returned array is sorted from best to worst, so that
|
||||
/// the first element will always give the best mode (higher
|
||||
/// width, height and bits-per-pixel).
|
||||
///
|
||||
/// \return Array containing all the supported fullscreen modes
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static const std::vector<VideoMode>& getFullscreenModes();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Tell whether or not the video mode is valid
|
||||
///
|
||||
/// The validity of video modes is only relevant when using
|
||||
/// fullscreen windows; otherwise any video mode can be used
|
||||
/// with no restriction.
|
||||
///
|
||||
/// \return True if the video mode is valid for fullscreen mode
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool isValid() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int width; ///< Video mode width, in pixels
|
||||
unsigned int height; ///< Video mode height, in pixels
|
||||
unsigned int bitsPerPixel; ///< Video mode pixel depth, in bits per pixels
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \relates VideoMode
|
||||
/// \brief Overload of == operator to compare two video modes
|
||||
///
|
||||
/// \param left Left operand (a video mode)
|
||||
/// \param right Right operand (a video mode)
|
||||
///
|
||||
/// \return True if modes are equal
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_WINDOW_API bool operator ==(const VideoMode& left, const VideoMode& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \relates VideoMode
|
||||
/// \brief Overload of != operator to compare two video modes
|
||||
///
|
||||
/// \param left Left operand (a video mode)
|
||||
/// \param right Right operand (a video mode)
|
||||
///
|
||||
/// \return True if modes are different
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_WINDOW_API bool operator !=(const VideoMode& left, const VideoMode& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \relates VideoMode
|
||||
/// \brief Overload of < operator to compare video modes
|
||||
///
|
||||
/// \param left Left operand (a video mode)
|
||||
/// \param right Right operand (a video mode)
|
||||
///
|
||||
/// \return True if \a left is lesser than \a right
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_WINDOW_API bool operator <(const VideoMode& left, const VideoMode& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \relates VideoMode
|
||||
/// \brief Overload of > operator to compare video modes
|
||||
///
|
||||
/// \param left Left operand (a video mode)
|
||||
/// \param right Right operand (a video mode)
|
||||
///
|
||||
/// \return True if \a left is greater than \a right
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_WINDOW_API bool operator >(const VideoMode& left, const VideoMode& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \relates VideoMode
|
||||
/// \brief Overload of <= operator to compare video modes
|
||||
///
|
||||
/// \param left Left operand (a video mode)
|
||||
/// \param right Right operand (a video mode)
|
||||
///
|
||||
/// \return True if \a left is lesser or equal than \a right
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_WINDOW_API bool operator <=(const VideoMode& left, const VideoMode& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \relates VideoMode
|
||||
/// \brief Overload of >= operator to compare video modes
|
||||
///
|
||||
/// \param left Left operand (a video mode)
|
||||
/// \param right Right operand (a video mode)
|
||||
///
|
||||
/// \return True if \a left is greater or equal than \a right
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_WINDOW_API bool operator >=(const VideoMode& left, const VideoMode& right);
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_VIDEOMODE_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::VideoMode
|
||||
/// \ingroup window
|
||||
///
|
||||
/// A video mode is defined by a width and a height (in pixels)
|
||||
/// and a depth (in bits per pixel). Video modes are used to
|
||||
/// setup windows (sf::Window) at creation time.
|
||||
///
|
||||
/// The main usage of video modes is for fullscreen mode:
|
||||
/// indeed you must use one of the valid video modes
|
||||
/// allowed by the OS (which are defined by what the monitor
|
||||
/// and the graphics card support), otherwise your window
|
||||
/// creation will just fail.
|
||||
///
|
||||
/// sf::VideoMode provides a static function for retrieving
|
||||
/// the list of all the video modes supported by the system:
|
||||
/// getFullscreenModes().
|
||||
///
|
||||
/// A custom video mode can also be checked directly for
|
||||
/// fullscreen compatibility with its isValid() function.
|
||||
///
|
||||
/// Additionally, sf::VideoMode provides a static function
|
||||
/// to get the mode currently used by the desktop: getDesktopMode().
|
||||
/// This allows to build windows with the same size or pixel
|
||||
/// depth as the current resolution.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// // Display the list of all the video modes available for fullscreen
|
||||
/// std::vector<sf::VideoMode> modes = sf::VideoMode::getFullscreenModes();
|
||||
/// for (std::size_t i = 0; i < modes.size(); ++i)
|
||||
/// {
|
||||
/// sf::VideoMode mode = modes[i];
|
||||
/// std::cout << "Mode #" << i << ": "
|
||||
/// << mode.width << "x" << mode.height << " - "
|
||||
/// << mode.bitsPerPixel << " bpp" << std::endl;
|
||||
/// }
|
||||
///
|
||||
/// // Create a window with the same pixel depth as the desktop
|
||||
/// sf::VideoMode desktop = sf::VideoMode::getDesktopMode();
|
||||
/// window.create(sf::VideoMode(1024, 768, desktop.bitsPerPixel), "SFML window");
|
||||
/// \endcode
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
594
code/SFML-2.4.2/include/SFML/Window/Window.hpp
Normal file
594
code/SFML-2.4.2/include/SFML/Window/Window.hpp
Normal file
|
@ -0,0 +1,594 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_WINDOW_HPP
|
||||
#define SFML_WINDOW_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Export.hpp>
|
||||
#include <SFML/Window/ContextSettings.hpp>
|
||||
#include <SFML/Window/VideoMode.hpp>
|
||||
#include <SFML/Window/WindowHandle.hpp>
|
||||
#include <SFML/Window/WindowStyle.hpp>
|
||||
#include <SFML/Window/GlResource.hpp>
|
||||
#include <SFML/System/Clock.hpp>
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <SFML/System/NonCopyable.hpp>
|
||||
#include <SFML/System/String.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
namespace priv
|
||||
{
|
||||
class GlContext;
|
||||
class WindowImpl;
|
||||
}
|
||||
|
||||
class Event;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Window that serves as a target for OpenGL rendering
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API Window : GlResource, NonCopyable
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This constructor doesn't actually create the window,
|
||||
/// use the other constructors or call create() to do so.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Window();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Construct a new window
|
||||
///
|
||||
/// This constructor creates the window with the size and pixel
|
||||
/// depth defined in \a mode. An optional style can be passed to
|
||||
/// customize the look and behavior of the window (borders,
|
||||
/// title bar, resizable, closable, ...). If \a style contains
|
||||
/// Style::Fullscreen, then \a mode must be a valid video mode.
|
||||
///
|
||||
/// The fourth parameter is an optional structure specifying
|
||||
/// advanced OpenGL context settings such as antialiasing,
|
||||
/// depth-buffer bits, etc.
|
||||
///
|
||||
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
|
||||
/// \param title Title of the window
|
||||
/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
|
||||
/// \param settings Additional settings for the underlying OpenGL context
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Window(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Construct the window from an existing control
|
||||
///
|
||||
/// Use this constructor if you want to create an OpenGL
|
||||
/// rendering area into an already existing control.
|
||||
///
|
||||
/// The second parameter is an optional structure specifying
|
||||
/// advanced OpenGL context settings such as antialiasing,
|
||||
/// depth-buffer bits, etc.
|
||||
///
|
||||
/// \param handle Platform-specific handle of the control
|
||||
/// \param settings Additional settings for the underlying OpenGL context
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
explicit Window(WindowHandle handle, const ContextSettings& settings = ContextSettings());
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
/// Closes the window and frees all the resources attached to it.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual ~Window();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Create (or recreate) the window
|
||||
///
|
||||
/// If the window was already created, it closes it first.
|
||||
/// If \a style contains Style::Fullscreen, then \a mode
|
||||
/// must be a valid video mode.
|
||||
///
|
||||
/// The fourth parameter is an optional structure specifying
|
||||
/// advanced OpenGL context settings such as antialiasing,
|
||||
/// depth-buffer bits, etc.
|
||||
///
|
||||
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
|
||||
/// \param title Title of the window
|
||||
/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
|
||||
/// \param settings Additional settings for the underlying OpenGL context
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void create(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Create (or recreate) the window from an existing control
|
||||
///
|
||||
/// Use this function if you want to create an OpenGL
|
||||
/// rendering area into an already existing control.
|
||||
/// If the window was already created, it closes it first.
|
||||
///
|
||||
/// The second parameter is an optional structure specifying
|
||||
/// advanced OpenGL context settings such as antialiasing,
|
||||
/// depth-buffer bits, etc.
|
||||
///
|
||||
/// \param handle Platform-specific handle of the control
|
||||
/// \param settings Additional settings for the underlying OpenGL context
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void create(WindowHandle handle, const ContextSettings& settings = ContextSettings());
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Close the window and destroy all the attached resources
|
||||
///
|
||||
/// After calling this function, the sf::Window instance remains
|
||||
/// valid and you can call create() to recreate the window.
|
||||
/// All other functions such as pollEvent() or display() will
|
||||
/// still work (i.e. you don't have to test isOpen() every time),
|
||||
/// and will have no effect on closed windows.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void close();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Tell whether or not the window is open
|
||||
///
|
||||
/// This function returns whether or not the window exists.
|
||||
/// Note that a hidden window (setVisible(false)) is open
|
||||
/// (therefore this function would return true).
|
||||
///
|
||||
/// \return True if the window is open, false if it has been closed
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool isOpen() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the settings of the OpenGL context of the window
|
||||
///
|
||||
/// Note that these settings may be different from what was
|
||||
/// passed to the constructor or the create() function,
|
||||
/// if one or more settings were not supported. In this case,
|
||||
/// SFML chose the closest match.
|
||||
///
|
||||
/// \return Structure containing the OpenGL context settings
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const ContextSettings& getSettings() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Pop the event on top of the event queue, if any, and return it
|
||||
///
|
||||
/// This function is not blocking: if there's no pending event then
|
||||
/// it will return false and leave \a event unmodified.
|
||||
/// Note that more than one event may be present in the event queue,
|
||||
/// thus you should always call this function in a loop
|
||||
/// to make sure that you process every pending event.
|
||||
/// \code
|
||||
/// sf::Event event;
|
||||
/// while (window.pollEvent(event))
|
||||
/// {
|
||||
/// // process event...
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \param event Event to be returned
|
||||
///
|
||||
/// \return True if an event was returned, or false if the event queue was empty
|
||||
///
|
||||
/// \see waitEvent
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool pollEvent(Event& event);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Wait for an event and return it
|
||||
///
|
||||
/// This function is blocking: if there's no pending event then
|
||||
/// it will wait until an event is received.
|
||||
/// After this function returns (and no error occurred),
|
||||
/// the \a event object is always valid and filled properly.
|
||||
/// This function is typically used when you have a thread that
|
||||
/// is dedicated to events handling: you want to make this thread
|
||||
/// sleep as long as no new event is received.
|
||||
/// \code
|
||||
/// sf::Event event;
|
||||
/// if (window.waitEvent(event))
|
||||
/// {
|
||||
/// // process event...
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \param event Event to be returned
|
||||
///
|
||||
/// \return False if any error occurred
|
||||
///
|
||||
/// \see pollEvent
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool waitEvent(Event& event);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the position of the window
|
||||
///
|
||||
/// \return Position of the window, in pixels
|
||||
///
|
||||
/// \see setPosition
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector2i getPosition() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the position of the window on screen
|
||||
///
|
||||
/// This function only works for top-level windows
|
||||
/// (i.e. it will be ignored for windows created from
|
||||
/// the handle of a child window/control).
|
||||
///
|
||||
/// \param position New position, in pixels
|
||||
///
|
||||
/// \see getPosition
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setPosition(const Vector2i& position);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the size of the rendering region of the window
|
||||
///
|
||||
/// The size doesn't include the titlebar and borders
|
||||
/// of the window.
|
||||
///
|
||||
/// \return Size in pixels
|
||||
///
|
||||
/// \see setSize
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector2u getSize() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the size of the rendering region of the window
|
||||
///
|
||||
/// \param size New size, in pixels
|
||||
///
|
||||
/// \see getSize
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setSize(const Vector2u& size);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the title of the window
|
||||
///
|
||||
/// \param title New title
|
||||
///
|
||||
/// \see setIcon
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setTitle(const String& title);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the window's icon
|
||||
///
|
||||
/// \a pixels must be an array of \a width x \a height pixels
|
||||
/// in 32-bits RGBA format.
|
||||
///
|
||||
/// The OS default icon is used by default.
|
||||
///
|
||||
/// \param width Icon's width, in pixels
|
||||
/// \param height Icon's height, in pixels
|
||||
/// \param pixels Pointer to the array of pixels in memory. The
|
||||
/// pixels are copied, so you need not keep the
|
||||
/// source alive after calling this function.
|
||||
///
|
||||
/// \see setTitle
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setIcon(unsigned int width, unsigned int height, const Uint8* pixels);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Show or hide the window
|
||||
///
|
||||
/// The window is shown by default.
|
||||
///
|
||||
/// \param visible True to show the window, false to hide it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setVisible(bool visible);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Enable or disable vertical synchronization
|
||||
///
|
||||
/// Activating vertical synchronization will limit the number
|
||||
/// of frames displayed to the refresh rate of the monitor.
|
||||
/// This can avoid some visual artifacts, and limit the framerate
|
||||
/// to a good value (but not constant across different computers).
|
||||
///
|
||||
/// Vertical synchronization is disabled by default.
|
||||
///
|
||||
/// \param enabled True to enable v-sync, false to deactivate it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setVerticalSyncEnabled(bool enabled);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Show or hide the mouse cursor
|
||||
///
|
||||
/// The mouse cursor is visible by default.
|
||||
///
|
||||
/// \param visible True to show the mouse cursor, false to hide it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setMouseCursorVisible(bool visible);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Grab or release the mouse cursor
|
||||
///
|
||||
/// If set, grabs the mouse cursor inside this window's client
|
||||
/// area so it may no longer be moved outside its bounds.
|
||||
/// Note that grabbing is only active while the window has
|
||||
/// focus.
|
||||
///
|
||||
/// \param grabbed True to enable, false to disable
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setMouseCursorGrabbed(bool grabbed);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Enable or disable automatic key-repeat
|
||||
///
|
||||
/// If key repeat is enabled, you will receive repeated
|
||||
/// KeyPressed events while keeping a key pressed. If it is disabled,
|
||||
/// you will only get a single event when the key is pressed.
|
||||
///
|
||||
/// Key repeat is enabled by default.
|
||||
///
|
||||
/// \param enabled True to enable, false to disable
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setKeyRepeatEnabled(bool enabled);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Limit the framerate to a maximum fixed frequency
|
||||
///
|
||||
/// If a limit is set, the window will use a small delay after
|
||||
/// each call to display() to ensure that the current frame
|
||||
/// lasted long enough to match the framerate limit.
|
||||
/// SFML will try to match the given limit as much as it can,
|
||||
/// but since it internally uses sf::sleep, whose precision
|
||||
/// depends on the underlying OS, the results may be a little
|
||||
/// unprecise as well (for example, you can get 65 FPS when
|
||||
/// requesting 60).
|
||||
///
|
||||
/// \param limit Framerate limit, in frames per seconds (use 0 to disable limit)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setFramerateLimit(unsigned int limit);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the joystick threshold
|
||||
///
|
||||
/// The joystick threshold is the value below which
|
||||
/// no JoystickMoved event will be generated.
|
||||
///
|
||||
/// The threshold value is 0.1 by default.
|
||||
///
|
||||
/// \param threshold New threshold, in the range [0, 100]
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setJoystickThreshold(float threshold);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Activate or deactivate the window as the current target
|
||||
/// for OpenGL rendering
|
||||
///
|
||||
/// A window is active only on the current thread, if you want to
|
||||
/// make it active on another thread you have to deactivate it
|
||||
/// on the previous thread first if it was active.
|
||||
/// Only one window can be active on a thread at a time, thus
|
||||
/// the window previously active (if any) automatically gets deactivated.
|
||||
/// This is not to be confused with requestFocus().
|
||||
///
|
||||
/// \param active True to activate, false to deactivate
|
||||
///
|
||||
/// \return True if operation was successful, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool setActive(bool active = true) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Request the current window to be made the active
|
||||
/// foreground window
|
||||
///
|
||||
/// At any given time, only one window may have the input focus
|
||||
/// to receive input events such as keystrokes or mouse events.
|
||||
/// If a window requests focus, it only hints to the operating
|
||||
/// system, that it would like to be focused. The operating system
|
||||
/// is free to deny the request.
|
||||
/// This is not to be confused with setActive().
|
||||
///
|
||||
/// \see hasFocus
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void requestFocus();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check whether the window has the input focus
|
||||
///
|
||||
/// At any given time, only one window may have the input focus
|
||||
/// to receive input events such as keystrokes or most mouse
|
||||
/// events.
|
||||
///
|
||||
/// \return True if window has focus, false otherwise
|
||||
/// \see requestFocus
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool hasFocus() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Display on screen what has been rendered to the window so far
|
||||
///
|
||||
/// This function is typically called after all OpenGL rendering
|
||||
/// has been done for the current frame, in order to show
|
||||
/// it on screen.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void display();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the OS-specific handle of the window
|
||||
///
|
||||
/// The type of the returned handle is sf::WindowHandle,
|
||||
/// which is a typedef to the handle type defined by the OS.
|
||||
/// You shouldn't need to use this function, unless you have
|
||||
/// very specific stuff to implement that SFML doesn't support,
|
||||
/// or implement a temporary workaround until a bug is fixed.
|
||||
///
|
||||
/// \return System handle of the window
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
WindowHandle getSystemHandle() const;
|
||||
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called after the window has been created
|
||||
///
|
||||
/// This function is called so that derived classes can
|
||||
/// perform their own specific initialization as soon as
|
||||
/// the window is created.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onCreate();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called after the window has been resized
|
||||
///
|
||||
/// This function is called so that derived classes can
|
||||
/// perform custom actions when the size of the window changes.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onResize();
|
||||
|
||||
private:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Processes an event before it is sent to the user
|
||||
///
|
||||
/// This function is called every time an event is received
|
||||
/// from the internal window (through pollEvent or waitEvent).
|
||||
/// It filters out unwanted events, and performs whatever internal
|
||||
/// stuff the window needs before the event is returned to the
|
||||
/// user.
|
||||
///
|
||||
/// \param event Event to filter
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool filterEvent(const Event& event);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Perform some common internal initializations
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void initialize();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
priv::WindowImpl* m_impl; ///< Platform-specific implementation of the window
|
||||
priv::GlContext* m_context; ///< Platform-specific implementation of the OpenGL context
|
||||
Clock m_clock; ///< Clock for measuring the elapsed time between frames
|
||||
Time m_frameTimeLimit; ///< Current framerate limit
|
||||
Vector2u m_size; ///< Current size of the window
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_WINDOW_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Window
|
||||
/// \ingroup window
|
||||
///
|
||||
/// sf::Window is the main class of the Window module. It defines
|
||||
/// an OS window that is able to receive an OpenGL rendering.
|
||||
///
|
||||
/// A sf::Window can create its own new window, or be embedded into
|
||||
/// an already existing control using the create(handle) function.
|
||||
/// This can be useful for embedding an OpenGL rendering area into
|
||||
/// a view which is part of a bigger GUI with existing windows,
|
||||
/// controls, etc. It can also serve as embedding an OpenGL rendering
|
||||
/// area into a window created by another (probably richer) GUI library
|
||||
/// like Qt or wxWidgets.
|
||||
///
|
||||
/// The sf::Window class provides a simple interface for manipulating
|
||||
/// the window: move, resize, show/hide, control mouse cursor, etc.
|
||||
/// It also provides event handling through its pollEvent() and waitEvent()
|
||||
/// functions.
|
||||
///
|
||||
/// Note that OpenGL experts can pass their own parameters (antialiasing
|
||||
/// level, bits for the depth and stencil buffers, etc.) to the
|
||||
/// OpenGL context attached to the window, with the sf::ContextSettings
|
||||
/// structure which is passed as an optional argument when creating the
|
||||
/// window.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// // Declare and create a new window
|
||||
/// sf::Window window(sf::VideoMode(800, 600), "SFML window");
|
||||
///
|
||||
/// // Limit the framerate to 60 frames per second (this step is optional)
|
||||
/// window.setFramerateLimit(60);
|
||||
///
|
||||
/// // The main loop - ends as soon as the window is closed
|
||||
/// while (window.isOpen())
|
||||
/// {
|
||||
/// // Event processing
|
||||
/// sf::Event event;
|
||||
/// while (window.pollEvent(event))
|
||||
/// {
|
||||
/// // Request for closing the window
|
||||
/// if (event.type == sf::Event::Closed)
|
||||
/// window.close();
|
||||
/// }
|
||||
///
|
||||
/// // Activate the window for OpenGL rendering
|
||||
/// window.setActive();
|
||||
///
|
||||
/// // OpenGL drawing commands go here...
|
||||
///
|
||||
/// // End the current frame and display its contents on screen
|
||||
/// window.display();
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
101
code/SFML-2.4.2/include/SFML/Window/WindowHandle.hpp
Normal file
101
code/SFML-2.4.2/include/SFML/Window/WindowHandle.hpp
Normal file
|
@ -0,0 +1,101 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_WINDOWHANDLE_HPP
|
||||
#define SFML_WINDOWHANDLE_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Config.hpp>
|
||||
|
||||
// Windows' HWND is a typedef on struct HWND__*
|
||||
#if defined(SFML_SYSTEM_WINDOWS)
|
||||
struct HWND__;
|
||||
#endif
|
||||
|
||||
namespace sf
|
||||
{
|
||||
#if defined(SFML_SYSTEM_WINDOWS)
|
||||
|
||||
// Window handle is HWND (HWND__*) on Windows
|
||||
typedef HWND__* WindowHandle;
|
||||
|
||||
#elif defined(SFML_SYSTEM_LINUX) || defined(SFML_SYSTEM_FREEBSD)
|
||||
|
||||
// Window handle is Window (unsigned long) on Unix - X11
|
||||
typedef unsigned long WindowHandle;
|
||||
|
||||
#elif defined(SFML_SYSTEM_MACOS)
|
||||
|
||||
// Window handle is NSWindow or NSView (void*) on Mac OS X - Cocoa
|
||||
typedef void* WindowHandle;
|
||||
|
||||
#elif defined(SFML_SYSTEM_IOS)
|
||||
|
||||
// Window handle is UIWindow (void*) on iOS - UIKit
|
||||
typedef void* WindowHandle;
|
||||
|
||||
#elif defined(SFML_SYSTEM_ANDROID)
|
||||
|
||||
// Window handle is ANativeWindow* (void*) on Android
|
||||
typedef void* WindowHandle;
|
||||
|
||||
#elif defined(SFML_DOXYGEN)
|
||||
|
||||
// Define typedef symbol so that Doxygen can attach some documentation to it
|
||||
typedef "platform–specific" WindowHandle;
|
||||
|
||||
#endif
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_WINDOWHANDLE_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \typedef sf::WindowHandle
|
||||
/// \ingroup window
|
||||
///
|
||||
/// Define a low-level window handle type, specific to
|
||||
/// each platform.
|
||||
///
|
||||
/// Platform | Type
|
||||
/// ----------------|------------------------------------------------------------
|
||||
/// Windows | \p HWND
|
||||
/// Linux/FreeBSD | \p %Window
|
||||
/// Mac OS X | either \p NSWindow* or \p NSView*, disguised as \p void*
|
||||
/// iOS | \p UIWindow*
|
||||
/// Android | \p ANativeWindow*
|
||||
///
|
||||
/// \par Mac OS X Specification
|
||||
///
|
||||
/// On Mac OS X, a sf::Window can be created either from an
|
||||
/// existing \p NSWindow* or an \p NSView*. When the window
|
||||
/// is created from a window, SFML will use its content view
|
||||
/// as the OpenGL area. sf::Window::getSystemHandle() will
|
||||
/// return the handle that was used to create the window,
|
||||
/// which is a \p NSWindow* by default.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
53
code/SFML-2.4.2/include/SFML/Window/WindowStyle.hpp
Normal file
53
code/SFML-2.4.2/include/SFML/Window/WindowStyle.hpp
Normal file
|
@ -0,0 +1,53 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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_WINDOWSTYLE_HPP
|
||||
#define SFML_WINDOWSTYLE_HPP
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
namespace Style
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \ingroup window
|
||||
/// \brief Enumeration of the window styles
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
enum
|
||||
{
|
||||
None = 0, ///< No border / title bar (this flag and all others are mutually exclusive)
|
||||
Titlebar = 1 << 0, ///< Title bar + fixed border
|
||||
Resize = 1 << 1, ///< Title bar + resizable border + maximize button
|
||||
Close = 1 << 2, ///< Title bar + close button
|
||||
Fullscreen = 1 << 3, ///< Fullscreen mode (this flag and all others are mutually exclusive)
|
||||
|
||||
Default = Titlebar | Resize | Close ///< Default window style
|
||||
};
|
||||
}
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_WINDOWSTYLE_HPP
|
Loading…
Add table
Add a link
Reference in a new issue