SparrowInput/main.cpp

63 lines
1.6 KiB
C++

#include <iostream>
#include <SFML/Window.hpp>
#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<int> 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){
}
};
*/