dsfml.window.event
- enum KeyCode;
- Definition of key codes for keyboard events
Possibles values:
Except letters and numbers, you can use :
* LCONTROL, LSHIFT, LALT, LSYSTEM, RCONTROL, RSHIFT, RALT, RSYSTEM.
* LBRACKET, RBRACKET, SEMICOLON, COMMA, PERIOD, QUOTE, SLASH, BACKSLASH, TILDE, EQUAL, DASH.
* SPACE, RETURN, BACK, TAB, PAGEUP, PAGEDOWN, END, HOME, INSERT, DELETE.
* ADD, SUBTRACT, MULTIPLY, DIVIDE, LEFT, RIGHT, UP, DOWN.
* NUMPAD0, NUMPAD1, NUMPAD2, NUMPAD3, NUMPAD4, NUMPAD5, NUMPAD6, NUMPAD7, NUMPAD8, NUMPAD9.
* F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14, F15.
- enum MouseButtons;
- Definition of button codes for mouse events
- LEFT
- RIGHT
- MIDDLE
- XBUTTON1
- XBUTTON2
- enum JoyAxis;
- Definition of joystick axis for joystick events
- AXISX
- AXISY
- AXISZ
- AXISR
- AXISU
- AXISV
- AXISPOV
- struct Event;
- Event defines a system event and its parameters
- EventType Type;
- Enumeration of the different types of events. Accessing a value of another event that the one received (e.g. Event.Size.Width when receiving an KEYPRESSED event) will result in undefined behavior.
- CLOSED
- LOSTFOCUS
- GAINEDFOCUS
- RESIZED
- Event.Size.Width : new Width, in pixels.
- Event.Size.Height : new height, in pixels.
- TEXTENTERED
- Event.Text.Unicode : wchar entered.
- KEYPRESSED, KEYRELEASED
- Event.Key.Code : Key code of the key.
- Event.Key.Alt : Alt pressed ?
- Event.Key.Control : Control pressed ?
- Event.Key.Shift : Shift pressed ?
- MOUSEWHEELMOVED
- Event.MouseWheel.Delta : Wheel move (positive if forward, negative else.)
- MOUSEBUTTONPRESSED, MOUSEBUTTONRELEASED
- Event.MouseButton.Button : Mouse button pressed.
- MOUSEMOVED
- Event.MouseMove.X : Cursor X position. Local coordinates.
- Event.MouseMove.Y : Cursor Y position. Local coordinates.
- JOYBUTTONPRESSED, JOYBUTTONRELEASED
- Event.JoyButton.JoystickId : Id of the joystick.
- Event.JoyButton.Button : Joystick button pressed.
- JOYMOVED
- Event.JoyMove.JoystickId : Id of the joystick.
- Event.JoyMove.Axis : Moved axis.
- Event.JoyMove.Position : Actual position of the axis [-100, 100], except for POV [0, 360].
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