#include #include #include "input.h" using namespace std; int main() { cerr << "Hello World!"<< endl; sf::Window* window= new sf::Window(sf::VideoMode(400,200),"testSparrowInput"); Input myInput(window); enum {ACTION_1,ACTION_2}; std::vector myvector; myvector.push_back(ACTION_1); myvector.push_back(ACTION_2); // KeysMap* keymap = new KeysMap("test", 1); // keymap->setKeyBinding(ACTION_2,0,sf::Keyboard::Z); // keymap->setTypeAction(ACTION_2,KeysMap::RELEASED); // cerr << keymap->getKeyBinding(ACTION_1,0) << endl; // cerr << keymap->getTypeAction(ACTION_1) << endl; // KeyBindings keybind(myvector,keymap); // cerr << " Action : " << keybind.getReleasedAction(sf::Keyboard::Z) << endl; // // myInput.setkeyBinding(ACTION_1,1,sf::Keyboard::A); // myInput.setkeyBinding(ACTION_1,2,sf::Keyboard::Z); // myInput.setkeyBinding(ACTION_2,1,sf::Keyboard::I); // myInput.setkeyBinding(ACTION_2,2,sf::Keyboard::O); // myInput.setTypeAction(ACTION_1, KeysMap::HOLD); // myInput.setTypeAction(ACTION_2, KeysMap::RELEASED); //myInput.test(); // myInput.createContext("test", myvector); // myInput.setCurrentContext("test"); // myInput.reloadKeyBindings(); // int action; // bool run = true; // while(run){ // myInput.updateEvents(); // if (myInput.isCloseRequested()){ // window->close(); // run = false; // } // while (action = myInput.getAction() != NO_ACTION) // cout << "test " << action << endl; // window->display(); // } return 0; } /*class MyInput : public Input { MyInput(sf::Window *w) : Input(w){ } }; */