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Ajout de la bibli SFML (A)
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code/SFML-2.4.2/include/SFML/Window/Mouse.hpp
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code/SFML-2.4.2/include/SFML/Window/Mouse.hpp
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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.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_MOUSE_HPP
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#define SFML_MOUSE_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/System/Vector2.hpp>
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namespace sf
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{
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class Window;
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////////////////////////////////////////////////////////////
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/// \brief Give access to the real-time state of the mouse
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///
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////////////////////////////////////////////////////////////
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class SFML_WINDOW_API Mouse
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Mouse buttons
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///
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////////////////////////////////////////////////////////////
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enum Button
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{
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Left, ///< The left mouse button
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Right, ///< The right mouse button
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Middle, ///< The middle (wheel) mouse button
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XButton1, ///< The first extra mouse button
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XButton2, ///< The second extra mouse button
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ButtonCount ///< Keep last -- the total number of mouse buttons
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};
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////////////////////////////////////////////////////////////
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/// \brief Mouse wheels
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///
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////////////////////////////////////////////////////////////
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enum Wheel
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{
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VerticalWheel, ///< The vertical mouse wheel
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HorizontalWheel ///< The horizontal mouse wheel
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};
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////////////////////////////////////////////////////////////
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/// \brief Check if a mouse button is pressed
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///
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/// \param button Button to check
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///
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/// \return True if the button is pressed, false otherwise
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///
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////////////////////////////////////////////////////////////
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static bool isButtonPressed(Button button);
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////////////////////////////////////////////////////////////
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/// \brief Get the current position of the mouse in desktop coordinates
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///
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/// This function returns the global position of the mouse
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/// cursor on the desktop.
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///
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/// \return Current position of the mouse
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///
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////////////////////////////////////////////////////////////
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static Vector2i getPosition();
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////////////////////////////////////////////////////////////
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/// \brief Get the current position of the mouse in window coordinates
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///
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/// This function returns the current position of the mouse
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/// cursor, relative to the given window.
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///
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/// \param relativeTo Reference window
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///
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/// \return Current position of the mouse
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///
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////////////////////////////////////////////////////////////
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static Vector2i getPosition(const Window& relativeTo);
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////////////////////////////////////////////////////////////
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/// \brief Set the current position of the mouse in desktop coordinates
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///
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/// This function sets the global position of the mouse
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/// cursor on the desktop.
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///
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/// \param position New position of the mouse
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///
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////////////////////////////////////////////////////////////
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static void setPosition(const Vector2i& position);
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////////////////////////////////////////////////////////////
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/// \brief Set the current position of the mouse in window coordinates
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///
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/// This function sets the current position of the mouse
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/// cursor, relative to the given window.
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///
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/// \param position New position of the mouse
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/// \param relativeTo Reference window
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///
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////////////////////////////////////////////////////////////
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static void setPosition(const Vector2i& position, const Window& relativeTo);
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};
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} // namespace sf
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#endif // SFML_MOUSE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Mouse
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/// \ingroup window
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///
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/// sf::Mouse provides an interface to the state of the
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/// mouse. It only contains static functions (a single
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/// mouse is assumed), so it's not meant to be instantiated.
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///
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/// This class allows users to query the mouse state at any
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/// time and directly, without having to deal with a window and
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/// its events. Compared to the MouseMoved, MouseButtonPressed
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/// and MouseButtonReleased events, sf::Mouse can retrieve the
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/// state of the cursor and the buttons at any time
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/// (you don't need to store and update a boolean on your side
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/// in order to know if a button is pressed or released), and you
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/// always get the real state of the mouse, even if it is
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/// moved, pressed or released when your window is out of focus
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/// and no event is triggered.
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///
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/// The setPosition and getPosition functions can be used to change
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/// or retrieve the current position of the mouse pointer. There are
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/// two versions: one that operates in global coordinates (relative
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/// to the desktop) and one that operates in window coordinates
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/// (relative to a specific window).
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///
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/// Usage example:
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/// \code
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/// if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
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/// {
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/// // left click...
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/// }
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///
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/// // get global mouse position
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/// sf::Vector2i position = sf::Mouse::getPosition();
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///
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/// // set mouse position relative to a window
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/// sf::Mouse::setPosition(sf::Vector2i(100, 200), window);
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/// \endcode
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///
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/// \see sf::Joystick, sf::Keyboard, sf::Touch
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///
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////////////////////////////////////////////////////////////
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