Difference between revisions of "Mouse (Chili Framework)"

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(Example of Use)
(Event)
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<code>class Mouse::Event</code><br />
 
<code>class Mouse::Event</code><br />
  
Mouse click, wheel, and move events are held in a queue in <code>Mouse</code> in the order they occurred. These events are modeled with their own class because they're precious fucking little snowflakes. They store the type of event and the state of the mouse after the event occurred. You pull them out of the buffer with <code>Mouse::Read()</code>.
+
Mouse click, wheel, and move events are held in a queue in <code>Mouse</code> in the order they occurred. These events are modeled with their own <code>class</code> because they're precious fucking little snowflakes. They store the type of event and the state of the mouse after the event occurred. You pull them out of the buffer with <code>Mouse::Read()</code>.
  
 
=== Type ===
 
=== Type ===

Revision as of 13:37, 14 July 2016

With Mouse, you can get the current state of the mouse keys and the pointer position, and you can pop mouse events out of an Event queue contained in Mouse. You can also check whether the mouse is in the window client region. Whopee. (Note: lives in MainWindow's belly.)

Example of Use

The following code reads mouse events from the queue and processes any left mouse button presses.

while( !wnd.mouse.IsEmpty() )
{
	const Mouse::Event e = wnd.mouse.Read();
	if( e.GetType() == Mouse::Event::LPress )
	{
		// respond to left mouse click event
	}
}

Members

KeyIsPressed

bool Keyboard::KeyIsPressed( unsigned char keycode ) const
Checks to see if a specific key is currently in the pressed state. The function parameter is the virtual key code of the key that you want to check.

ReadKey

Event Keyboard::ReadKey()
Pull a fresh Event object out of the key press/release event queue. Erases an event from the queue and returns a copy if there is a key press event in the queue. Returns an invalid Event object if the queue is empty.

KeyIsEmpty

bool Keyboard::KeyIsEmpty() const
Returns true if the key event queue is empty.

ReadChar

char Keyboard::ReadChar()
Pull a fresh character off of the character queue. Returns a '\0' (null) character if the queue is empty. See also: ReadKey vs. ReadChar.

CharIsEmpty

bool Keyboard::CharIsEmpty() const
Returns true if the character queue is empty.

Buffer Flushing Bullshit

void Keyboard::FlushKey()
void Keyboard::FlushChar()
void Keyboard::Flush()
These functions empty the respective queues. Flush() empties both in one fell swoop. It's like taking a pee and a poo at the same time.

Autorepeat Bullshit

void Keyboard::EnableAutorepeat()
void Keyboard::DisableAutorepeat()
bool Keyboard::AutorepeatIsEnabled() const
If you hhhhhhhhhhhhhhhhhold a key down for a while, it will start machine gunning events and characters into your queues like a motherfucker. You can disable that if it pisses you off.

Event

class Mouse::Event

Mouse click, wheel, and move events are held in a queue in Mouse in the order they occurred. These events are modeled with their own class because they're precious fucking little snowflakes. They store the type of event and the state of the mouse after the event occurred. You pull them out of the buffer with Mouse::Read().

Type

enum Mouse::Event::Type

This represents the different types of events that can be recorded. The options are:

  • LPress
  • LRelease
  • RPress
  • RRelease
  • WheelUp
  • WheelDown
  • Move
  • Invalid

GetType

Type Mouse::Event::GetType() const

Returns the type of the event.

IsRelease

bool Keyboard::Event::IsRelease() const

Returns true if the event is a release event.

IsValid

bool Keyboard::Event::IsValid() const

Returns true if the event is a valid event (reading from an empty buffer will return an invalid event object).

GetCode

char Keyboard::Event::GetCode() const

Gets the virtual key code of the key associated with the Event object.

See also