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

Author Topic: Event.hpp : just wondering why SFML doesn't use its sf::Vector2 to store pairs  (Read 2966 times)

0 Members and 2 Guests are viewing this topic.

Critkeeper

  • Jr. Member
  • **
  • Posts: 62
    • View Profile
of ints.

This isn't a request or a complaint, and it doesn't need to be since this is just General Discussion.

I'm just curious. I want to understand the reasoning behind the design decisions of SFML, since I regard it as one of the cleanest libraries I have ever seen; I hope that by understanding the reasons behind various design decisions I can pull some of that good hygiene into my own work.

Code: [Select]
namespace sf
   39 {
   44 class Event
   45 {
   46 public:
   47
   52     struct SizeEvent
   53     {
   54         unsigned int width; 
   55         unsigned int height;
   56     };
   57
   62     struct KeyEvent
   63     {
   64         Keyboard::Key code;   
   65         bool          alt;     
   66         bool          control;
   67         bool          shift;   
   68         bool          system; 
   69     };
   70
   75     struct TextEvent
   76     {
   77         Uint32 unicode;
   78     };
   79
   84     struct MouseMoveEvent
   85     {
   86         int x;
   87         int y;
   88     };
   89
   95     struct MouseButtonEvent
   96     {
   97         Mouse::Button button;
   98         int           x;     
   99         int           y;     
  100     };
  101
  109     struct MouseWheelEvent
  110     {
  111         int delta;
  112         int x;     
  113         int y;     
  114     };
  115
  120     struct MouseWheelScrollEvent
  121     {
  122         Mouse::Wheel wheel;
  123         float        delta;
  124         int          x;     
  125         int          y;     
  126     };
  127
  133     struct JoystickConnectEvent
  134     {
  135         unsigned int joystickId;
  136     };
  137
  142     struct JoystickMoveEvent
  143     {
  144         unsigned int   joystickId;
  145         Joystick::Axis axis;       
  146         float          position;   
  147     };
  148
  154     struct JoystickButtonEvent
  155     {
  156         unsigned int joystickId;
  157         unsigned int button;     
  158     };
  159
  164     struct TouchEvent
  165     {
  166         unsigned int finger;
  167         int x;               
  168         int y;               
  169     };
  170
  175     struct SensorEvent
  176     {
  177         Sensor::Type type;
  178         float x;           
  179         float y;           
  180         float z;           
  181     };
  182
  187     enum EventType
  188     {
  189         Closed,                 
  190         Resized,               
  191         LostFocus,             
  192         GainedFocus,           
  193         TextEntered,           
  194         KeyPressed,             
  195         KeyReleased,           
  196         MouseWheelMoved,       
  197         MouseWheelScrolled,     
  198         MouseButtonPressed,     
  199         MouseButtonReleased,   
  200         MouseMoved,             
  201         MouseEntered,           
  202         MouseLeft,             
  203         JoystickButtonPressed, 
  204         JoystickButtonReleased,
  205         JoystickMoved,         
  206         JoystickConnected,     
  207         JoystickDisconnected,   
  208         TouchBegan,             
  209         TouchMoved,             
  210         TouchEnded,             
  211         SensorChanged,         
  212
  213         Count                   
  214     };
  215
  217     // Member data
  219     EventType type;
  220
  221     union
  222     {
  223         SizeEvent             size;             
  224         KeyEvent              key;               
  225         TextEvent             text;             
  226         MouseMoveEvent        mouseMove;         
  227         MouseButtonEvent      mouseButton;       
  228         MouseWheelEvent       mouseWheel;       
  229         MouseWheelScrollEvent mouseWheelScroll; 
  230         JoystickMoveEvent     joystickMove;     
  231         JoystickButtonEvent   joystickButton;   
  232         JoystickConnectEvent  joystickConnect;   
  233         TouchEvent            touch;             
  234         SensorEvent           sensor;           
  235     };
  236 };
  237
  238 } // namespace sf

See the (x,y) pairs everywhere? Why not use sf::Vect ?
if(CritKeeper.askQuestion()){return question.why();}

binary1248

  • SFML Team
  • Hero Member
  • *****
  • Posts: 1405
  • I am awesome.
    • View Profile
    • The server that really shouldn't be running
We wouldn't be able to dump all those event types into a union as is done now with sf::Event. Only trivial classes/structs (basically classes/structs without defined constructors) are allowed to be made part of a union, and sf::Vector has a constructor which goes ahead and initializes its data members. Replacing x and y with sf::Vectors would make the event structs non-trivial and the union would no longer compile.

Accessing any of those x or y members right after you instantiate an sf::Event struct returns you undefined values. Doing the same right after you instantiate an sf::Vector will always return 0.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Hapax

  • Hero Member
  • *****
  • Posts: 3379
  • My number of posts is shown in hexadecimal.
    • View Profile
    • Links
Could there not be a bespoke vector structure for the pairs here? It would increase the consistency.

There are other instances of inconsistent usage of pairs vs vectors. Things like Image's create() and getPixel(), and VideoMode()'s constructor require you to break a vector down into its component parts before passing as parameters. Not that it's hard but it's inconsistent. If the vector you wish to pass is returned from a function, it can require creating a temporary vector to avoid the function being called twice - once for each component.

I know that adding overloads for vectors could be considered 'bloating' the interface but shouldn't the vectors be considered the original/standard format and the separate component parameters as the overloads (which obviously can't be removed until v3 because of breaking old code).

I didn't mean to mini-rant. It seemed like a relatively appropriate subject but I suppose it may be considered slightly off-topic as it's not directly about Events.
Selba Ward -SFML drawables
Cheese Map -Drawable Layered Tile Map
Kairos -Timing Library
Grambol
 *Hapaxia Links*

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11034
    • View Profile
    • development blog
    • Email
Last I checked all "inconsistencies" have their reason. ;)
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

 

anything