Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Question about Input  (Read 6845 times)

0 Members and 1 Guest are viewing this topic.

BuGG

  • Newbie
  • *
  • Posts: 7
    • View Profile
Question about Input
« on: July 19, 2011, 12:47:43 am »
I updated to the most recent revision of SFML 2 .NET today and have noticed a little different behavior from the Input class.

Previously window.Input.IsMouseButtonDown only returned true if window was active.

In the new version, Mouse.Input.IsButtonPressed returns true regardless of the state of the window.

What is the proper way to determine that a window is the active window?
(or am I missing something obvious here?)

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
Question about Input
« Reply #1 on: July 19, 2011, 07:40:58 am »
Inputs are now truly global (independant of windows), they directly read the mouse/keyboard/joysticks state.

If you want to watch inputs that happen on your window when it's active, you should rather use events. Or you can watch the focus events and use (or not) Mouse.IsButtonPressed accordingly.
Laurent Gomila - SFML developer

BuGG

  • Newbie
  • *
  • Posts: 7
    • View Profile
Question about Input
« Reply #2 on: July 19, 2011, 09:47:55 pm »
I was really hoping this wasn't the case,  I really prefer IsButtonPressed over events in a lot of cases.   However, I can also understand the reasoning behind global input state as well...

Is there any possibility of a window.IsFocused at any point in the future?  
I realize I can accomplish this with focus events, but seems like it would be a nice addition to the window class itself.

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
Question about Input
« Reply #3 on: July 19, 2011, 10:19:09 pm »
Quote
I was really hoping this wasn't the case, I really prefer IsButtonPressed over events in a lot of cases

What the Input class did was very simple: setting a boolean on ButtonPressed event, and clearing it on ButtonREleased event. Then IsButtonPressed simply returns the value of the boolean.

Quote
Is there any possibility of a window.IsFocused at any point in the future?

It is a possibility, indeed.
Laurent Gomila - SFML developer

BuGG

  • Newbie
  • *
  • Posts: 7
    • View Profile
Question about Input
« Reply #4 on: July 19, 2011, 10:24:54 pm »
Quote from: "Laurent"
It is a possibility, indeed.


That would be excellent.    

Thanks for the quick response btw.   :)

Nexus

  • SFML Team
  • Hero Member
  • *****
  • Posts: 6287
  • Thor Developer
    • View Profile
    • Bromeon
Question about Input
« Reply #5 on: July 20, 2011, 12:17:37 am »
Quote from: "BuGG"
I was really hoping this wasn't the case,  I really prefer IsButtonPressed over events in a lot of cases.
That was also my fear in this post. I currently use focus events to enable/disable global input states depending on whether the window is active.

I use a more high-level event-handling system anyway (the one in my library), so the user is relieved from doing this manually. I would recommend to abstract the "input enabled/disabled" logic away, too ;)

By the way, is it "focused" or "focussed"? Seems like both forms exist, which one is more widely used?
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development:

BuGG

  • Newbie
  • *
  • Posts: 7
    • View Profile
Question about Input
« Reply #6 on: July 20, 2011, 01:13:42 am »
Quote from: "Nexus"
By the way, is it "focused" or "focussed"? Seems like both forms exist, which one is more widely used?


I've personally never seen 'focussed', and Firefox spell check apparently hasn't either.

According to Wiktionary 'focussed' is a UK alternate spelling.

135

  • Newbie
  • *
  • Posts: 5
    • View Profile
Question about Input
« Reply #7 on: July 23, 2011, 04:49:27 pm »
Hello

I'm just trying SFML 2 in .net since yesterday.
First, this is a great engine, really easy to use.

Dealing with the inputs, i have just figured out that a mouse move event is triggered on a mouse clicked, even if the mouse didn't move.
Is it a intended (and quite surprising) behavior ?

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
Question about Input
« Reply #8 on: July 23, 2011, 06:42:40 pm »
This would be very surprising... Can you show your code?
Laurent Gomila - SFML developer

135

  • Newbie
  • *
  • Posts: 5
    • View Profile
Question about Input
« Reply #9 on: July 23, 2011, 07:34:27 pm »
Sure.
Code: [Select]

Imports SFML.Graphics
Imports SFML.Window

Public Class SFMLPanel
    Inherits Panel

    'the SFML window
    Protected WithEvents RenderWindow As RenderWindow

    ''' <summary>
    ''' Constructor
    ''' </summary>
    ''' <remarks></remarks>
    Public Sub New()
        MyBase.New()

        'init
        Me.SetStyle(ControlStyles.UserPaint Or ControlStyles.AllPaintingInWmPaint Or ControlStyles.Opaque, True)
        RenderWindow = New RenderWindow(Me.Handle)

    End Sub

    Protected Overrides Sub OnPaint(ByVal e As System.Windows.Forms.PaintEventArgs)

        'clear
        RenderWindow.Clear()
        MyBase.OnPaint(e)

        RenderWindow.DispatchEvents()

     
        'render
        RenderWindow.Display()

        'next iteration
        Application.DoEvents()
        Me.Invalidate()

    End Sub

    Protected Overrides Sub OnResize(ByVal eventargs As System.EventArgs)
        MyBase.OnResize(eventargs)
        'update view
        RenderWindow.SetView(New View(New FloatRect(0, 0, Me.Width, Me.Height)))
    End Sub


    Private Sub RenderWindow_MouseMoved(ByVal sender As Object, ByVal e As SFML.Window.MouseMoveEventArgs) _
        Handles RenderWindow.MouseMoved

        Debug.WriteLine("Mouse moved " + e.X.ToString + " ; " + e.Y.ToString)

    End Sub


    Private Sub RenderWindow_MouseButtonPressed(ByVal sender As Object, ByVal e As SFML.Window.MouseButtonEventArgs) _
      Handles RenderWindow.MouseButtonPressed

        Debug.WriteLine("Mouse clicked")
        Me.Focus()

    End Sub

End Class


And this panel is only docked in my main form :

Code: [Select]
Public Class Form1

    Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
        Dim renderPanel As New SFMLPanel

        SplitContainer1.Panel1.Controls.Add(renderPanel)
        renderPanel.Dock = DockStyle.Fill

    End Sub

End Class

135

  • Newbie
  • *
  • Posts: 5
    • View Profile
Question about Input
« Reply #10 on: July 29, 2011, 10:39:46 am »
Hey Laurent

Did you manage to reproduce the behaviour ?

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
Question about Input
« Reply #11 on: July 29, 2011, 11:09:09 am »
I haven't tested it yet, sorry.
Laurent Gomila - SFML developer

BuGG

  • Newbie
  • *
  • Posts: 7
    • View Profile
Re: Question about Input
« Reply #12 on: April 15, 2012, 06:06:22 pm »
Are there any plans for a way to determine if a window has focus? (Aside from hooking the events)
The events work, but not perfect...   

On application start I either have to assume the window is focused, or assume it is not.

It is possible for an application to start without focus.   For example, if your application starts while the Start Menu is open or if the user launched the game from a dock application installed (RocketDock, StarDock, etc).

When this happens LostFocus isn't raised so my game logic believes the window is focused, when in fact, it is not.

Minimal example of how I'm determining if the window is focused.

Code: [Select]
bool isFocused = true;
window.GainedFocus += (s, e) => isFocused = true;
window.LostFocus += (s, e) => isFocused = false;

Code: [Select]
if (isFocused)
{
     // Handle Keyboard/Mouse Input
}


Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
Re: Question about Input
« Reply #13 on: April 15, 2012, 06:20:32 pm »
Yep, focus handling will probably be improved in the future. As you found, it's not perfect.
Laurent Gomila - SFML developer