/usr/include/SFML/Window/Input.hpp is in libsfml-dev 1.6+dfsg1-2ubuntu2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_INPUT_HPP
#define SFML_INPUT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/Window/Event.hpp>
#include <SFML/Window/WindowListener.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// Input handles real-time input from keyboard and mouse.
/// Use it instead of events to handle continuous moves and more
/// game-friendly inputs
////////////////////////////////////////////////////////////
class SFML_API Input : public WindowListener, NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
Input();
////////////////////////////////////////////////////////////
/// Get the state of a key
///
/// \param KeyCode : Key to check
///
/// \return True if key is down, false if key is up
///
////////////////////////////////////////////////////////////
bool IsKeyDown(Key::Code KeyCode) const;
////////////////////////////////////////////////////////////
/// Get the state of a mouse button
///
/// \param Button : Button to check
///
/// \return True if button is down, false if button is up
///
////////////////////////////////////////////////////////////
bool IsMouseButtonDown(Mouse::Button Button) const;
////////////////////////////////////////////////////////////
/// Get the state of a joystick button
///
/// \param JoyId : Identifier of the joystick to check (0 or 1)
/// \param Button : Button to check
///
/// \return True if button is down, false if button is up
///
////////////////////////////////////////////////////////////
bool IsJoystickButtonDown(unsigned int JoyId, unsigned int Button) const;
////////////////////////////////////////////////////////////
/// Get the mouse X position
///
/// \return Current mouse left position, relative to owner window
///
////////////////////////////////////////////////////////////
int GetMouseX() const;
////////////////////////////////////////////////////////////
/// Get the mouse Y position
///
/// \return Current mouse top position, relative to owner window
///
////////////////////////////////////////////////////////////
int GetMouseY() const;
////////////////////////////////////////////////////////////
/// Get a joystick axis position
///
/// \param JoyId : Identifier of the joystick to check (0 or 1)
/// \param Axis : Axis to get
///
/// \return Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
///
////////////////////////////////////////////////////////////
float GetJoystickAxis(unsigned int JoyId, Joy::Axis Axis) const;
private :
////////////////////////////////////////////////////////////
/// /see WindowListener::OnEvent
///
////////////////////////////////////////////////////////////
virtual void OnEvent(const Event& EventReceived);
////////////////////////////////////////////////////////////
/// Reset all the states
///
////////////////////////////////////////////////////////////
void ResetStates();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
bool myKeys[Key::Count]; ///< Array containing the state of all keyboard keys
bool myMouseButtons[Mouse::ButtonCount]; ///< Array containing the state of all mouse buttons
int myMouseX; ///< Mouse position on X
int myMouseY; ///< Mouse position on Y
bool myJoystickButtons[Joy::Count][Joy::ButtonCount]; ///< Array containing the state of all joysticks buttons
float myJoystickAxis[Joy::Count][Joy::AxisCount]; ///< Joysticks position on each axis
};
} // namespace sf
#endif // SFML_INPUT_HPP
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