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Topics - PaulDubois

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1
Hello, could someone explain to me why that happens please ?

My problem is as follow : If I press a key while my program is running then the input is only received once, which is what I want. However, if I press a key while I move my mouse over my SFML window then the input is repetead ~5-7 times in an instant.

Here is my main loop :

sf::RenderWindow window(sf::VideoMode(WIN_HEI, WIN_WID), "fenĂȘtre");
    if (!heroTexture.loadFromFile("res/hero_sheet.png"))
    {
        cout << "erreur de chargement";
    }

    heroSprite.setTexture(heroTexture);
    heroSprite.setTextureRect(IntRect(spriteSize * heroAnim.x, heroAnim.y * spriteSize, spriteSize, spriteSize));
    while (window.isOpen())
    {
       
       
        Event event;
       
        while (window.pollEvent(event))
        {
           
            CheckBtn();
            animPlayer();
        }
       
        input.InputHandler(event, window);
       
       
        window.clear();
        window.draw(heroSprite);
        window.display();
    }

    return 0;
}


Here is my class Input.h :


#ifndef INPUT_H
#define INPUT_H

#include <SFML/Graphics.hpp>
#include <iostream>


using namespace sf;

class Input
{
        struct Button { bool left, right, up, down, attack, escape; };
        Button button;
public:
        Input();
        Button GetButton(void) const;
        void InputHandler(Event event, RenderWindow& window);

       
};

#endif


Input.cpp :
#include "input.h"

Input::Input()
{
    button.left = button.right = button.down = button.up = button.escape = button.attack = false;
}

void Input::InputHandler(Event event, RenderWindow& window)
{
    if (event.type == sf::Event::Closed)
    {
        window.close();
    }
    if (event.type == Event::KeyPressed)
    {
        switch (event.key.code)
        {
        case Keyboard::Escape:
            button.escape = true;
            break;
        case Keyboard::Up:
            button.up = true;
            break;
        case Keyboard::Down:
            button.down = true;
            break;
        case Keyboard::Left:
            button.left = true;
            break;
        case Keyboard::Right:
            button.right = true;
            break;
        default:
            break;
        }
    }
    if (event.type == Event::KeyReleased)
    {
        switch (event.key.code)
        {
        case Keyboard::Escape:
            button.escape = false;
            break;
        case Keyboard::Up:
            button.up = false;
            break;
        case Keyboard::Down:
            button.down = false;
            break;
        case Keyboard::Left:
            button.left = false;
            break;
        case Keyboard::Right:
            button.right = false;
            break;
        default:
            break;
        }

    }
    if (event.type == Event::MouseButtonPressed)
    {
        if (event.mouseButton.button == Mouse::Left)
        {
            button.attack = true;
        }
    }
    if (event.type == Event::MouseButtonReleased)
    {
        if (event.mouseButton.button == Mouse::Left)
        {
            button.attack = false;
        }
    }
   
   

}

Input::Button Input::GetButton(void) const
{
    return button;
}


And in my main is a fuction CheckBtn that simply assosciates an enumeration (the 4 directions) to corresponding sprites.



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