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You're reading from  SFML Game Development

Product typeBook
Published inJun 2013
Reading LevelIntermediate
PublisherPackt
ISBN-139781849696845
Edition1st Edition
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Authors (5):
 Artur Moreira
Artur Moreira
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Artur Moreira

Artur Moreira is a game development enthusiast who ultimately aims to start a new game development company in his home country. He has been programming games and game-related software for over 4 years. Most of the effort in that time was put in creating an open source game-making library with lots of flexibility and portability. The library is called Nephilim and is known for supporting all major desktop and mobile operating systems, making game development fully crossplatform and fast. Alongside this big project, he keeps making his own prototypes and games for educational and commercial purposes. Aside from the programming, he also puts some focus in creative areas such as 3D modeling, digital painting, and music composing.
Read more about Artur Moreira

 Henrik Vogelius Hansson
Henrik Vogelius Hansson
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Henrik Vogelius Hansson

Henrik Vogelius Hansson has always been in love with both games and programming. He started his education fairly early and continued on into the indie scene with Defrost Games and their game Project Temporality. The next company that hired him was Paradox Development Studio where he got to work on titles such as Crusader Kings 2. Beside the game companies, Henrik has also been very active in the SFML community and has even provided a binding for Ruby called rbSFML.
Read more about Henrik Vogelius Hansson

Jan Haller
Jan Haller
Henrik Valter Vogelius
Henrik Valter Vogelius
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Getting the input state in real time


Now, we have gone through many varieties of events. A problem with events is that they report once when the state changes, but you cannot continuously ask them how the state of the input devices look right now.

You can solve this by book keeping yourself, which we have done in the examples preceding this chapter. But SFML, in an effort to make input management easier, has implemented classes that let you access these states in real time whenever you want from wherever you want. We will use the notion of real-time input to denote this alternative method of handling user input.

The three classes sf::Joystick, sf::Keyboard, and sf::Mouse can provide almost the same information that the event-based counterparts do, but with some minor variations. They are summarized here and their difference to the events is shown; we recommend visiting the SFML documentation for more details on them. The three classes contain only static functions, so they are not designed...

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SFML Game Development
Published in: Jun 2013Publisher: PacktISBN-13: 9781849696845

Authors (5)

author image
Artur Moreira

Artur Moreira is a game development enthusiast who ultimately aims to start a new game development company in his home country. He has been programming games and game-related software for over 4 years. Most of the effort in that time was put in creating an open source game-making library with lots of flexibility and portability. The library is called Nephilim and is known for supporting all major desktop and mobile operating systems, making game development fully crossplatform and fast. Alongside this big project, he keeps making his own prototypes and games for educational and commercial purposes. Aside from the programming, he also puts some focus in creative areas such as 3D modeling, digital painting, and music composing.
Read more about Artur Moreira

author image
Henrik Vogelius Hansson

Henrik Vogelius Hansson has always been in love with both games and programming. He started his education fairly early and continued on into the indie scene with Defrost Games and their game Project Temporality. The next company that hired him was Paradox Development Studio where he got to work on titles such as Crusader Kings 2. Beside the game companies, Henrik has also been very active in the SFML community and has even provided a binding for Ruby called rbSFML.
Read more about Henrik Vogelius Hansson