ListenMouse

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This sample shows how to listen mouse motion and mouse buttons states.

ScreenShot
Image:ListenMouse.JPG

Api Docs
SwEngine, swInput, swGraphics, swApplication

Source Code

#include "../../include/SWEngine.h"
#pragma comment (lib,"../../lib/SWCore.lib")    
#pragma comment (lib,"../../lib/SWEngine.lib")    
 
 
 
swApplication listenMouseApp;
swKeyboardState keybState;
swMouseState    mousState;
int             fontID;
//-------------------------------------------------------------------------------------------
void GameLoop(){ 
 
	//Input Handling
	swInputListenKeyboard(&keybState);
	swInputListenMouse(&mousState);
 
 
	swGraphicsBeginScene();
		swGraphicsSetColor0(1,1,1,1);
		swGraphicsSetBlendingMode(SW_BLENDING_MODE_ADDITIVE);
		if(mousState.btnLEFT)
			swGraphicsRenderText(fontID,2,16,200,200,0,"Left Key Pressed");
 
		if(mousState.btnRIGHT)
			swGraphicsRenderText(fontID,2,16,200,220,0,"Right Key Pressed");
 
		if(mousState.btnMIDDLE)
			swGraphicsRenderText(fontID,2,16,200,240,0,"Middle Key Pressed");
 
 
		swGraphicsRenderText(fontID,2,16,200,260,0,"Mouse dx=%f dy=%f",mousState.x,mousState.y);
	swGraphicsEndScene();
 
	if(keybState.keyESCAPE){
		swEngineExit();
	}
 
	//Process System & AI
	//Rendering
}
 
 
 
//-------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{ 
 
 
	//Application Settings
	listenMouseApp.hInstance=hInstance;
	listenMouseApp.fullScreen=false;
	listenMouseApp.cursor=true;
	listenMouseApp.width=800;
	listenMouseApp.height=600;
	listenMouseApp.title="Listen Mouse";
	listenMouseApp.path="\\rsc\\ListenMouse\\";
	listenMouseApp.appRun=GameLoop;
 
	//Application Execution
	swEngineInit(&listenMouseApp);
	fontID=swGraphicsCreateFont("Font.tga");
 
 
 
	swEngineRun();
	swEngineExit();
 
	return 0;
}
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