DEVICEINPUT: Difference between revisions
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{{PageParameters}} | {{PageParameters}} | ||
* Use the | * Use the {{Parameter|device%}} [[INTEGER]] returned to find the number of the controller device being used. | ||
* A literal specific {{Parameter|device_number%}} parameter can be used to return -1 if active or 0 if inactive. {{ | * A literal specific {{Parameter|device_number%}} parameter can be used to return -1 if active or 0 if inactive, e.g. {{InlineCode}}{{Cl|WHILE}} {{Cl|_DEVICEINPUT}}({{Text|2|#F580B1}}){{InlineCodeEnd}}. | ||
Line 18: | Line 18: | ||
* When a device button is pressed or a scroll wheel or axis is moved, the device number will be returned. | * When a device button is pressed or a scroll wheel or axis is moved, the device number will be returned. | ||
* Devices are numbered as 1 for keyboard and 2 for mouse. Other controller devices will be numbered 3 or higher if installed. | * Devices are numbered as 1 for keyboard and 2 for mouse. Other controller devices will be numbered 3 or higher if installed. | ||
* [[_LASTBUTTON]], [[_LASTAXIS]], or [[_LASTWHEEL]] will indicate the number of functions available with the specified | * [[_LASTBUTTON]], [[_LASTAXIS]], or [[_LASTWHEEL]] will indicate the number of functions available with the specified {{Parameter|device%}} number. | ||
* User input events can be monitored reading valid numbered [[_AXIS]], [[_BUTTON]], [[_BUTTONCHANGE]] or [[_WHEEL]] functions. | * User input events can be monitored reading valid numbered [[_AXIS]], [[_BUTTON]], [[_BUTTONCHANGE]] or [[_WHEEL]] functions. | ||
* | * {{InlineCode}}{{Cl|ON...GOSUB|ON _DEVICEINPUT GOSUB}} keyboard, mouse, gamecontrol{{InlineCodeEnd}} could be used to easily branch to device specific handler routines (see Example 3 below). | ||
{{PageExamples}} | {{PageExamples}} | ||
; Example 1: Checking device controller interfaces and finding out what devices are being used. | |||
{{CodeStart}} | {{CodeStart}} | ||
{{Cl | {{Cl|FOR}} i% = {{Text|1|#F580B1}} {{Cl|TO}} {{Cl|_DEVICES}} | ||
{{Cl|PRINT}} {{Cl|STR$}}(i%) + {{Text|<nowiki>") "</nowiki>|#FFB100}} + {{Cl|_DEVICE$}}(i%) | |||
{{Cl|PRINT}} {{Text|<nowiki>"Button:"</nowiki>|#FFB100}}; {{Cl|_LASTBUTTON}}(i%); {{Text|<nowiki>",Axis:"</nowiki>|#FFB100}}; {{Cl|_LASTAXIS}}(i%); {{Text|<nowiki>",Wheel:"</nowiki>|#FFB100}}; {{Cl|_LASTWHEEL}}(i%) | |||
{{Cl|NEXT}} | {{Cl|NEXT}} i% | ||
{{Cl|PRINT}} | {{Cl|PRINT}} | ||
DO | {{Cl|DO}} | ||
x% = {{Cl|_DEVICEINPUT}} | |||
{{Cl|IF}} x% {{Cl|THEN}} {{Cl|PRINT}} {{Text|<nowiki>"Device ="</nowiki>|#FFB100}}; x%; | |||
{{Cl|LOOP | {{Cl|DO...LOOP|LOOP UNTIL}} {{Cl|INKEY$}} = {{Cl|CHR$}}({{Text|27|#F580B1}}) | ||
{{Cl|END}} | {{Cl|END}} | ||
Line 48: | Line 48: | ||
Device = 2 Device = 2 | Device = 2 Device = 2 | ||
{{OutputEnd}} | {{OutputEnd}} | ||
{{PreStart}} | |||
'''Note''' | |||
Mouse events must be within the program screen area. Keyboard presses | |||
are registered only when program is in focus. | |||
{{PreEnd}} | |||
---- | |||
; Example 2: Why does a mouse have 3 wheels? Relative x and y movements can be read using the first 2 [[_WHEEL]] reads. | |||
{{CodeStart}} | {{CodeStart}} | ||
ignore = {{Cl|_MOUSEMOVEMENTX}} 'dummy call to put mouse into relative movement mode | ignore% = {{Cl|_MOUSEMOVEMENTX}} {{Text|<nowiki>'dummy call to put mouse into relative movement mode</nowiki>|#919191}} | ||
{{Cl|PRINT}} "Move your mouse and/or your mouse wheel (ESC to exit)" | {{Cl|PRINT}} {{Text|<nowiki>"Move your mouse and/or your mouse wheel (ESC to exit)"</nowiki>|#FFB100}} | ||
d = {{Cl|_DEVICES}} ' | d% = {{Cl|_DEVICES}} {{Text|<nowiki>'always read number of devices to enable device input</nowiki>|#919191}} | ||
DO | {{Cl|DO}} | ||
{{Cl|_LIMIT}} {{Text|30|#F580B1}} {{Text|<nowiki>'main loop</nowiki>|#919191}} | |||
{{Cl|PRINT}} {{Cl|_WHEEL}}(1), {{Cl|_WHEEL}}(2), {{Cl|_WHEEL}}(3) | {{Cl|DO...LOOP|DO WHILE}} {{Cl|_DEVICEINPUT}}({{Text|2|#F580B1}}) {{Text|<nowiki>'loop only runs during a device 2 mouse event</nowiki>|#919191}} | ||
{{Cl|PRINT}} {{Cl|_WHEEL}}({{Text|1|#F580B1}}), {{Cl|_WHEEL}}({{Text|2|#F580B1}}), {{Cl|_WHEEL}}({{Text|3|#F580B1}}) | |||
{{Cl|LOOP | {{Cl|LOOP}} | ||
{{Cl|DO...LOOP|LOOP UNTIL}} {{Cl|INKEY$}} = {{Cl|CHR$}}({{Text|27|#F580B1}}) | |||
{{Cl|END}} | |||
{{CodeEnd}} | {{CodeEnd}} | ||
{{PreStart}} | |||
'''Explanation''' | |||
Referencing the [[_MOUSEMOVEMENTX]] function hides the mouse and sets | |||
the mouse to a relative movement mode which can be read by [[_WHEEL]]. | |||
_DEVICEINPUT(2) returns ''true(-1)'' only when the mouse is moved, | |||
scrolled or clicked. | |||
{{PreEnd}} | |||
---- | |||
; Example 3: Using [[ON...GOSUB]] with the [[_DEVICEINPUT]] number to add keyboard, mouse and game controller event procedures. | |||
{{CodeStart}} | {{CodeStart}} | ||
n = {{Cl|_DEVICES}} 'required when reading devices | n% = {{Cl|_DEVICES}} {{Text|<nowiki>'required when reading devices</nowiki>|#919191}} | ||
{{Cl|PRINT}} "Number of devices found ="; n | {{Cl|PRINT}} {{Text|<nowiki>"Number of devices found ="</nowiki>|#FFB100}}; n% | ||
{{Cl | {{Cl|FOR}} i% = {{Text|1|#F580B1}} {{Cl|TO}} n% | ||
PRINT i; _DEVICE$(i) ' 1 = keyboard, 2 = mouse, 3 = other controller, etc. | {{Cl|PRINT}} i%; {{Cl|_DEVICE$}}(i%) {{Text|<nowiki>'1 = keyboard, 2 = mouse, 3 = other controller, etc.</nowiki>|#919191}} | ||
{{Cl|NEXT}} | {{Cl|NEXT}} i% | ||
{{Cl|PRINT}} | {{Cl|PRINT}} | ||
{{Cl|DO}} | |||
device% = {{Cl|_DEVICEINPUT}} | |||
{{Cl|ON}} device% {{Cl|GOSUB}} keyboard, mouse, controller {{Text|<nowiki>'must be inside program loop</nowiki>|#919191}} | |||
{{Cl|DO...LOOP|LOOP UNTIL}} {{Cl|INKEY$}} = {{Cl|CHR$}}({{Text|27|#F580B1}}) | |||
{{Cl|END}} | {{Cl|END}} | ||
keyboard: | keyboard: | ||
{{Cl|PRINT}} device; "Keyboard"; | {{Cl|PRINT}} device%; {{Text|<nowiki>"Keyboard"</nowiki>|#FFB100}}; | ||
{{Cl|RETURN}} | {{Cl|RETURN}} | ||
mouse: | mouse: | ||
{{Cl|PRINT}} device; "Mouse "; | {{Cl|PRINT}} device%; {{Text|<nowiki>"Mouse "</nowiki>|#FFB100}}; | ||
{{Cl|RETURN}} | {{Cl|RETURN}} | ||
controller: | controller: | ||
{{Cl|PRINT}} device; "Game control "; | {{Cl|PRINT}} device%; {{Text|<nowiki>"Game control "</nowiki>|#FFB100}}; | ||
{{Cl|RETURN}} | {{Cl|RETURN}} | ||
{{CodeEnd}} | {{CodeEnd}} | ||
{{Small|Code by Ted Weissgerber}} | {{Small|Code by Ted Weissgerber}} | ||
{{PreStart}} | |||
'''Note''' | |||
[[ON...GOSUB]] and [[ON...GOTO]] events require numerical values to match | |||
the order of line labels listed in the event used inside loops. | |||
{{PreEnd}} | |||
Line 102: | Line 123: | ||
* [[_BUTTON]], [[_AXIS]], [[_WHEEL]] | * [[_BUTTON]], [[_AXIS]], [[_WHEEL]] | ||
* [[STRIG]], [[STICK]] | * [[STRIG]], [[STICK]] | ||
* [[ON...GOSUB]] | * [[ON...GOSUB]] | ||
* [[Controller Devices]] | * [[Controller Devices]] | ||
{{PageNavigation}} | {{PageNavigation}} |
Latest revision as of 00:33, 18 November 2024
The _DEVICEINPUT function returns the device number when a controller device button, wheel or axis event occurs.
Syntax
- device% = _DEVICEINPUT
- device_active% = _DEVICEINPUT(device_number%)
Parameters
- Use the device% INTEGER returned to find the number of the controller device being used.
- A literal specific device_number% parameter can be used to return -1 if active or 0 if inactive, e.g. WHILE _DEVICEINPUT(2).
Description
- Use _DEVICES to find the number of controller devices available BEFORE using this function.
- _DEVICE$ can be used to list the device names and control types using valid _DEVICES numbers.
- When a device button is pressed or a scroll wheel or axis is moved, the device number will be returned.
- Devices are numbered as 1 for keyboard and 2 for mouse. Other controller devices will be numbered 3 or higher if installed.
- _LASTBUTTON, _LASTAXIS, or _LASTWHEEL will indicate the number of functions available with the specified device% number.
- User input events can be monitored reading valid numbered _AXIS, _BUTTON, _BUTTONCHANGE or _WHEEL functions.
- ON _DEVICEINPUT GOSUB keyboard, mouse, gamecontrol could be used to easily branch to device specific handler routines (see Example 3 below).
Examples
- Example 1
- Checking device controller interfaces and finding out what devices are being used.
FOR i% = 1 TO _DEVICES PRINT STR$(i%) + ") " + _DEVICE$(i%) PRINT "Button:"; _LASTBUTTON(i%); ",Axis:"; _LASTAXIS(i%); ",Wheel:"; _LASTWHEEL(i%) NEXT i% PRINT DO x% = _DEVICEINPUT IF x% THEN PRINT "Device ="; x%; LOOP UNTIL INKEY$ = CHR$(27) END |
[KEYBOARD][BUTTON] Buttons: 512 Axis: 0 Wheels: 0 [MOUSE][BUTTON][AXIS][WHEEL] Buttons: 3 Axis: 2 Wheels: 3 [CONTROLLER][[NAME][Microsoft Sidewinder Precision Pro (USB)]][BUTTON][AXIS] Buttons: 9 Axis: 6 Wheels: 0 Device = 2 Device = 2 |
Note Mouse events must be within the program screen area. Keyboard presses are registered only when program is in focus. |
- Example 2
- Why does a mouse have 3 wheels? Relative x and y movements can be read using the first 2 _WHEEL reads.
ignore% = _MOUSEMOVEMENTX 'dummy call to put mouse into relative movement mode PRINT "Move your mouse and/or your mouse wheel (ESC to exit)" d% = _DEVICES 'always read number of devices to enable device input DO _LIMIT 30 'main loop DO WHILE _DEVICEINPUT(2) 'loop only runs during a device 2 mouse event PRINT _WHEEL(1), _WHEEL(2), _WHEEL(3) LOOP LOOP UNTIL INKEY$ = CHR$(27) END |
Explanation Referencing the _MOUSEMOVEMENTX function hides the mouse and sets the mouse to a relative movement mode which can be read by _WHEEL. _DEVICEINPUT(2) returns true(-1) only when the mouse is moved, scrolled or clicked. |
- Example 3
- Using ON...GOSUB with the _DEVICEINPUT number to add keyboard, mouse and game controller event procedures.
n% = _DEVICES 'required when reading devices PRINT "Number of devices found ="; n% FOR i% = 1 TO n% PRINT i%; _DEVICE$(i%) '1 = keyboard, 2 = mouse, 3 = other controller, etc. NEXT i% PRINT DO device% = _DEVICEINPUT ON device% GOSUB keyboard, mouse, controller 'must be inside program loop LOOP UNTIL INKEY$ = CHR$(27) END keyboard: PRINT device%; "Keyboard"; RETURN mouse: PRINT device%; "Mouse "; RETURN controller: PRINT device%; "Game control "; RETURN |
Note ON...GOSUB and ON...GOTO events require numerical values to match the order of line labels listed in the event used inside loops. |
See also
- _DEVICES, _DEVICE$
- _LASTBUTTON, _LASTAXIS, _LASTWHEEL
- _BUTTON, _AXIS, _WHEEL
- STRIG, STICK
- ON...GOSUB
- Controller Devices