DEVICEINPUT: Difference between revisions

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* [[_LASTBUTTON]], [[_LASTAXIS]], or [[_LASTWHEEL]] will indicate the number of functions available with the specified {{Parameter|device%}} number.
* [[_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.
* {{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).




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; Example 1: Checking device controller interfaces and finding out what devices are being used.
; Example 1: Checking device controller interfaces and finding out what devices are being used.
{{CodeStart}}
{{CodeStart}}
{{Cl|FOR}} i = {{Text|1|#F580B1}} {{Cl|TO}} {{Cl|_DEVICES}}
{{Cl|FOR}} i% = {{Text|1|#F580B1}} {{Cl|TO}} {{Cl|_DEVICES}}
     {{Cl|PRINT}} {{Cl|STR$}}(i) + {{Text|<nowiki>") "</nowiki>|#FFB100}} + {{Cl|_DEVICE$}}(i)
     {{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|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}}
{{Cl|DO}}
{{Cl|DO}}
     x = {{Cl|_DEVICEINPUT}}
     x% = {{Cl|_DEVICEINPUT}}
     {{Cl|IF}} x {{Cl|THEN}} {{Cl|PRINT}} {{Text|<nowiki>"Device ="</nowiki>|#FFB100}}; x;
     {{Cl|IF}} x% {{Cl|THEN}} {{Cl|PRINT}} {{Text|<nowiki>"Device ="</nowiki>|#FFB100}}; x%;
{{Cl|DO...LOOP|LOOP UNTIL}} {{Cl|INKEY$}} = {{Cl|CHR$}}({{Text|27|#F580B1}}) {{Text|<nowiki>'escape key exit</nowiki>|#919191}}
{{Cl|DO...LOOP|LOOP UNTIL}} {{Cl|INKEY$}} = {{Cl|CHR$}}({{Text|27|#F580B1}})


{{Cl|END}}
{{Cl|END}}
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{{OutputEnd}}
{{OutputEnd}}
{{PreStart}}
{{PreStart}}
'''Note:'''
'''Note'''
Mouse events must be within the program screen area. Keyboard presses are
Mouse events must be within the program screen area. Keyboard presses
registered only when program is in focus.
are registered only when program is in focus.
{{PreEnd}}
{{PreEnd}}


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; Example 2: Why does a mouse have 3 wheels? Relative x and y movements can be read using the first 2 [[_WHEEL]] reads.
; 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}} {{Text|<nowiki>'dummy call to put mouse into relative movement mode</nowiki>|#919191}}
ignore% = {{Cl|_MOUSEMOVEMENTX}} {{Text|<nowiki>'dummy call to put mouse into relative movement mode</nowiki>|#919191}}


{{Cl|PRINT}} {{Text|<nowiki>"Move your mouse and/or your mouse wheel (ESC to exit)"</nowiki>|#FFB100}}
{{Cl|PRINT}} {{Text|<nowiki>"Move your mouse and/or your mouse wheel (ESC to exit)"</nowiki>|#FFB100}}


d = {{Cl|_DEVICES}} {{Text|<nowiki>' always read number of devices to enable device input</nowiki>|#919191}}
d% = {{Cl|_DEVICES}} {{Text|<nowiki>'always read number of devices to enable device input</nowiki>|#919191}}
{{Cl|DO}}: {{Cl|_LIMIT}} {{Text|30|#F580B1}} {{Text|<nowiki>'main loop</nowiki>|#919191}}
{{Cl|DO}}
    {{Cl|_LIMIT}} {{Text|30|#F580B1}} {{Text|<nowiki>'main loop</nowiki>|#919191}}
     {{Cl|DO...LOOP|DO WHILE}} {{Cl|_DEVICEINPUT}}({{Text|2|#F580B1}}) {{Text|<nowiki>'loop only runs during a device 2 mouse event</nowiki>|#919191}}
     {{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|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|DO...LOOP|LOOP UNTIL}} {{Cl|INKEY$}} = {{Cl|CHR$}}({{Text|27|#F580B1}})
{{Cl|END}}
{{CodeEnd}}
{{CodeEnd}}
{{PreStart}}
{{PreStart}}
'''Explanation:'''
'''Explanation'''
Referencing the [[_MOUSEMOVEMENTX]] function hides the mouse and sets the
Referencing the [[_MOUSEMOVEMENTX]] function hides the mouse and sets
mouse to a relative movement mode which can be read by [[_WHEEL]].
the mouse to a relative movement mode which can be read by [[_WHEEL]].
[[_DEVICEINPUT]](2) returns -1 (true) only when the mouse is moved, scrolled
_DEVICEINPUT(2) returns ''true(-1)'' only when the mouse is moved,
or clicked.
scrolled or clicked.
{{PreEnd}}
{{PreEnd}}


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; Example 3: Using [[ON...GOSUB]] with the [[_DEVICEINPUT]] number to add keyboard, mouse and game controller event procedures.
; Example 3: Using [[ON...GOSUB]] with the [[_DEVICEINPUT]] number to add keyboard, mouse and game controller event procedures.
{{CodeStart}}
{{CodeStart}}
n = {{Cl|_DEVICES}} {{Text|<nowiki>'required when reading devices</nowiki>|#919191}}
n% = {{Cl|_DEVICES}} {{Text|<nowiki>'required when reading devices</nowiki>|#919191}}
{{Cl|PRINT}} {{Text|<nowiki>"Number of devices found ="</nowiki>|#FFB100}}; n
{{Cl|PRINT}} {{Text|<nowiki>"Number of devices found ="</nowiki>|#FFB100}}; n%
{{Cl|FOR}} i = {{Text|1|#F580B1}} {{Cl|TO}} n
{{Cl|FOR}} i% = {{Text|1|#F580B1}} {{Cl|TO}} n%
     {{Cl|PRINT}} i; {{Cl|_DEVICE$}}(i) {{Text|<nowiki>' 1 = keyboard, 2 = mouse, 3 = other controller, etc.</nowiki>|#919191}}
     {{Cl|PRINT}} i%; {{Cl|_DEVICE$}}(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|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; {{Text|<nowiki>"Keyboard"</nowiki>|#FFB100}};
{{Cl|PRINT}} device%; {{Text|<nowiki>"Keyboard"</nowiki>|#FFB100}};
{{Cl|RETURN}}
{{Cl|RETURN}}


mouse:
mouse:
{{Cl|PRINT}} device; {{Text|<nowiki>"Mouse "</nowiki>|#FFB100}};
{{Cl|PRINT}} device%; {{Text|<nowiki>"Mouse "</nowiki>|#FFB100}};
{{Cl|RETURN}}
{{Cl|RETURN}}


controller:
controller:
{{Cl|PRINT}} device; {{Text|<nowiki>"Game control "</nowiki>|#FFB100}};
{{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}}
{{PreStart}}
'''Note:''' [[ON...GOSUB]] and [[ON...GOTO]] events require numerical
'''Note'''
values to match the order of line labels listed in the event used inside
[[ON...GOSUB]] and [[ON...GOTO]] events require numerical values to match
loops.
the order of line labels listed in the event used inside loops.
{{PreStart}}
{{PreEnd}}





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
Code by Ted Weissgerber
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



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