Difference between revisions of "Modules/input/Usage"
From MSX Game Library
(Created page with "Library configuration (<tt>msxgl_config.h</tt>): <syntaxhighlight lang="c"> // Input module setting #define INPUT_USE_JOYSTICK TRUE // Add functions to handle joystick using...") |
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− | + | Check joystick bouton example: | |
<syntaxhighlight lang="c"> | <syntaxhighlight lang="c"> | ||
− | + | u8 joyStat = Joystick_Read(JOY_PORT_1); | |
− | + | if (IS_JOY_PRESSED(joyStat, JOY_INPUT_TRIGGER_A)) | |
− | + | { | |
− | + | // Joystick A boutton pressed | |
− | + | } | |
− | + | else if (IS_JOY_PRESSED(joyStat, JOY_INPUT_TRIGGER_B)) | |
− | + | { | |
+ | // Joystick B boutton pressed | ||
+ | } | ||
+ | </syntaxhighlight> | ||
− | // | + | Check key example: |
− | + | <syntaxhighlight lang="c"> | |
− | + | if(Keyboard_IsKeyPressed(KEY_RETURN)) | |
− | + | { | |
+ | // "Return" key pressed | ||
+ | } | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | A quicker way to check keyboard is to read a whole keys row at once: | ||
+ | <syntaxhighlight lang="c"> | ||
+ | u8 row8 = Keyboard_Read(8); // The row that include the arrow keys | ||
+ | if(IS_KEY_PRESSED(row8, KEY_RIGHT)) | ||
+ | { | ||
+ | // "Right arrow" key pressed | ||
+ | } | ||
+ | else if(IS_KEY_PRESSED(row8, KEY_LEFT)) | ||
+ | { | ||
+ | // "Left arrow" key pressed | ||
+ | } | ||
</syntaxhighlight> | </syntaxhighlight> |
Latest revision as of 22:17, 7 January 2024
Check joystick bouton example:
u8 joyStat = Joystick_Read(JOY_PORT_1); if (IS_JOY_PRESSED(joyStat, JOY_INPUT_TRIGGER_A)) { // Joystick A boutton pressed } else if (IS_JOY_PRESSED(joyStat, JOY_INPUT_TRIGGER_B)) { // Joystick B boutton pressed }
Check key example:
if(Keyboard_IsKeyPressed(KEY_RETURN)) { // "Return" key pressed }
A quicker way to check keyboard is to read a whole keys row at once:
u8 row8 = Keyboard_Read(8); // The row that include the arrow keys if(IS_KEY_PRESSED(row8, KEY_RIGHT)) { // "Right arrow" key pressed } else if(IS_KEY_PRESSED(row8, KEY_LEFT)) { // "Left arrow" key pressed }