Difference between revisions of "Mouse (Chili Framework)"

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(Event)
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== Members ==
 
== Members ==
=== KeyIsPressed ===
 
<code>bool Keyboard::KeyIsPressed( unsigned char keycode ) const</code><br />
 
Checks to see if a specific key is currently in the pressed state. The function parameter is the [[#Virtual Key Codes|virtual key code]] of the key that you want to check.
 
  
=== ReadKey ===
+
=== Buttons ===
<code>Event Keyboard::ReadKey()</code><br />
+
<code>bool Mouse::LeftIsPressed() const</code><br />
Pull a fresh <code>[[#Event|Event]]</code> 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.
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<code>bool Mouse::RightIsPressed() const</code><br />
  
=== KeyIsEmpty ===
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Get the current state of the mouse buttons.
<code>bool Keyboard::KeyIsEmpty() const</code><br />
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Returns <code>true</code> if the key event queue is empty.
+
  
=== ReadChar ===
+
=== Position ===
<code>char Keyboard::ReadChar()</code><br />
+
<code>std::pair<int,int> Mouse::Event::GetPos() const</code><br />
Pull a fresh character off of the character queue. Returns a <code>'\0'</code> (null) character if the queue is empty. See also: [[#ReadKey vs. ReadChar|ReadKey vs. ReadChar]].
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<code>int Mouse::Event::GetPosX() const</code><br />
 +
<code>int Mouse::Event::GetPosY() const</code><br />
  
=== CharIsEmpty ===
+
Get the x and y coordinates at the time of the event. You can get them separately or as a sexy double date in the form of <code>std::pair</code> (see example below).
<code>bool Keyboard::CharIsEmpty() const</code><br />
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Returns <code>true</code> if the character queue is empty.
+
 
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=== Buffer Flushing Bullshit ===
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<code>void Keyboard::FlushKey()</code><br />
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<code>void Keyboard::FlushChar()</code><br />
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<code>void Keyboard::Flush()</code><br />
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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.
+
 
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=== Autorepeat Bullshit ===
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<code>void Keyboard::EnableAutorepeat()</code><br />
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<code>void Keyboard::DisableAutorepeat()</code><br />
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<code>bool Keyboard::AutorepeatIsEnabled() const</code><br />
+
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 ==
 
== Event ==
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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>.
 
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>.
 +
 +
=== Buttons ===
 +
<code>bool Mouse::Event::LeftIsPressed() const</code><br />
 +
<code>bool Mouse::Event::RightIsPressed() const</code><br />
 +
 +
Get the state of the mouse buttons at the time of the event.
  
 
=== Position ===
 
=== Position ===
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}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
 
=== Buttons ===
 
<code>bool Mouse::Event::LeftIsPressed() const</code><br />
 
<code>bool Mouse::Event::RightIsPressed() const</code><br />
 
 
Get the state of the mouse buttons at the time of the event.
 
  
 
=== Type ===
 
=== Type ===

Revision as of 15:03, 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 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

Buttons

bool Mouse::LeftIsPressed() const
bool Mouse::RightIsPressed() const

Get the current state of the mouse buttons.

Position

std::pair<int,int> Mouse::Event::GetPos() const
int Mouse::Event::GetPosX() const
int Mouse::Event::GetPosY() const

Get the x and y coordinates at the time of the event. You can get them separately or as a sexy double date in the form of std::pair (see example below).

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().

Buttons

bool Mouse::Event::LeftIsPressed() const
bool Mouse::Event::RightIsPressed() const

Get the state of the mouse buttons at the time of the event.

Position

std::pair<int,int> Mouse::Event::GetPos() const
int Mouse::Event::GetPosX() const
int Mouse::Event::GetPosY() const

Get the x and y coordinates at the time of the event. You can get them separately or as a sexy double date in the form of std::pair (see example below).

const std::pair<int,int> p = e.GetPos();
if( p.first > 100 && p.second > 100 )
{
	// do something if x and y coords are above 100
}

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.

IsValid

bool Mouse::Event::IsValid() const

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

See also