#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, "test.esk",2); enum {ACTION_1,ACTION_2}; std::vector myvector; myvector.push_back(ACTION_2); /* KeysMap* keymap = new KeysMap("test", 2); keymap->setKeyBinding(ACTION_1,0,sf::Keyboard::A); keymap->setKeyBinding(ACTION_1,1,sf::Keyboard::Z); keymap->setTypeAction(ACTION_1,KeysMap::HOLD); // cerr << keymap->getKeyBinding(ACTION_1,0) << endl; cerr << keymap->getTypeAction(ACTION_1) << endl; */ //KeyBindings keybind(myvector,keymap); //cerr << " Action : " << keybind.getPressedAction(sf::Keyboard::A) << 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::RELEASED); myInput.test(); myInput.createContext("test", myvector); myInput.setCurrentContext("test"); // myInput.reloadKeyBindings(); bool run = true; while(run){ //myInput.updateEvents(); if (myInput.isCloseRequested()){ window->close(); run = false; } while (myInput.getAction() != NO_ACTION) cout << "test " << myInput.getAction() << endl; /* if (myInput.getAction() == ACTION_2) cout << "hello" << endl;*/ window->display(); } return 0; }