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);
}
}