SFML community forums
Help => Window => Topic started by: scyth3s on May 16, 2011, 07:03:36 pm
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I would like to store input states for previous game loops, and the simplest way in XNA was simply to save the input state. IE: prevKB state = Keyboard.GetState();
Is it possible to do something like that in SFML? I can't seem to figure it out correctly...
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Nop, sf::Input gives access to input states, but it's not a storage for them. You'll have to create your own wrapper on top of it (can be really quickly done).