Difference between revisions of "Modules/input/Usage"
From MSX Game Library
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{ | { | ||
// Joystick B boutton pressed | // 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
}