Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

Arrow left icon
Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Retrieving peripheral input

A few of the previous chapters have already touched on this subject of retrieving peripheral output a little bit, and, ironically enough, the entire scope of the class was covered. Just to recap, sf::Keyboard is a class that provides a single static method isKeyPressed(sf::Keyboard::Key) to determine the real-time state of a certain keyboard key, which gets passed in as an argument to the method, represented by the sf::Keyboard::Key enumeration table. Because this method is static, sf::Keyboard doesn't need to be instantiated and can be used as follows:

if(sf::Keyboard::isKeyPressed(sf::Keyboard::W)){
    // Do something if the W key is pressed.
}

This is the way we checked for input in the previous chapters, however, it does lend itself to quite a bit of a mess of if/else statements if we want to check for more keystrokes.

Checking for mouse input

Predictably enough, SFML also provides a class similar to sf::Keyboard with the same idea of obtaining real-time...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image