Difference between revisions of "Modules/input/Usage"
From MSX Game Library
| Line 20: | Line 20: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
| − | + | A quicker way to check keyboard is to read a whole keys row at once: | |
<syntaxhighlight lang="c"> | <syntaxhighlight lang="c"> | ||
| − | u8 | + | u8 row8 = Keyboard_Read(8); // The row that include the arrow keys |
| − | if(IS_KEY_PRESSED( | + | if(IS_KEY_PRESSED(row8, KEY_RIGHT)) |
{ | { | ||
// "Right arrow" key pressed | // "Right arrow" key pressed | ||
} | } | ||
| − | else if(IS_KEY_PRESSED( | + | else if(IS_KEY_PRESSED(row8, KEY_LEFT)) |
{ | { | ||
// "Left arrow" key pressed | // "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
}