SFML community forums
Help => Window => Topic started by: Xunxen on July 02, 2011, 05:52:49 am
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I'm using sfml 2.0 on mac, and I'm having this issue while holding the mouse button down where the escape key event is being triggered seemingly randomly. This only seems to be happening while my mouse button is down while moving the cursor, and happens around 1-30? seconds after clicking. it seems like the escape key is the only key that's being "pressed".
the code I'm using:
#include<SFML/Graphics.hpp>
#include<iostream>
int main(){
float x=400,y=300;
int r=5;
double Vx=2, Vy=2,g=1.5;
bool show=true;
struct throwable{
double x,y;
bool doThrow;
};
throwable t;
t.doThrow=false;
sf::Shape c=sf::Shape::Circle(0,0,r,sf::Color::White);
c.SetPosition(x,y);
sf::RenderWindow w(sf::VideoMode(800,600),"Bounce");
w.SetFramerateLimit(60);
while(w.IsOpened()){
sf::Event e;
while(w.PollEvent(e)){
if(e.Key.Code==sf::Key::Escape){
w.Close();
std::cout << "Escape key pressed." << std::endl;
}
if(e.Type==sf::Event::Closed){
w.Close();
std::cout << "Window closed." << std::endl;
}
}
const sf::Input& i=w.GetInput();
if(i.IsKeyDown(sf::Key::A)) std::cout << "A key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::B)) std::cout << "B key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::C)) std::cout << "C key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::D)) std::cout << "D key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::E)) std::cout << "E key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::F)) std::cout << "F key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::G)) std::cout << "G key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::H)) std::cout << "H key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::I)) std::cout << "I key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::J)) std::cout << "J key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::K)) std::cout << "K key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::L)) std::cout << "L key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::M)) std::cout << "M key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::N)) std::cout << "N key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::O)) std::cout << "O key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::P)) std::cout << "P key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::Q)) std::cout << "Q key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::R)) std::cout << "R key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::S)) std::cout << "S key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::T)) std::cout << "T key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::U)) std::cout << "U key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::V)) std::cout << "V key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::W)) std::cout << "W key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::X)) std::cout << "X key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::Y)) std::cout << "Y key pressed." << std::endl;
if(i.IsKeyDown(sf::Key::Z)) std::cout << "Z key pressed." << std::endl;
if(i.IsMouseButtonDown(sf::Mouse::Left)){
Vx=0;
Vy=0;
x=t.x=i.GetMouseX();
y=t.y=i.GetMouseY();
t.doThrow=true;
if(show){
std::cout << "Mouse button pressed." << std::endl;
show=false;
}
}
if(t.doThrow&&!i.IsMouseButtonDown(sf::Mouse::Left)){
t.doThrow=false;
Vx=(i.GetMouseX()-t.x)/2;
Vy=(i.GetMouseY()-t.y)/2;
std::cout << "Mouse button released." << std::endl;
show=true;
}
w.Clear();
w.Draw(c);
w.Display();
if(x+Vx<=r) Vx=-0.7*Vx;
if(y+Vy<=r) Vy=-0.7*Vy;
if(x+Vx>=w.GetWidth()-r) Vx=-0.7*Vx;
if(y+Vy>=w.GetHeight()-r) Vy=-0.7*Vy;
c.SetPosition(x,y);
x+=Vx+(-0.2*Vx);
y+=(Vy+=g);
}
}
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You have to check the type of the event (ie event.Type) before testing its data (ie event.Key.Code, etc...). See http://www.sfml-dev.org/tutorials/1.6/window-events.php
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Oh, wow. I didn't even think of that, but that fixes it. thank you.