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(2)}}{{InlineCodeEnd}}. | ||
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* 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. | ||
; Note: {{InlineCode}}{{Cl|ON...GOSUB|ON _DEVICEINPUT GOSUB}} keyboard, mouse, gamecontrol{{InlineCodeEnd}} could be used to branch to device specific handler routines. | |||
{{PageExamples}} | {{PageExamples}} | ||
;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}} | ||
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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. | |||
{{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}} | ||
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---- | ---- | ||
;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}} | ||
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* [[_BUTTON]], [[_AXIS]], [[_WHEEL]] | * [[_BUTTON]], [[_AXIS]], [[_WHEEL]] | ||
* [[STRIG]], [[STICK]] | * [[STRIG]], [[STICK]] | ||
* [[ON...GOSUB]] | * [[ON...GOSUB]] | ||
* [[Controller Devices]] | * [[Controller Devices]] | ||
{{PageNavigation}} | {{PageNavigation}} |
Revision as of 20:16, 11 May 2023
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.
- Note
- ON _DEVICEINPUT GOSUB keyboard, mouse, gamecontrol could be used to branch to device specific handler routines.
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 PRINT DO x = _DEVICEINPUT IF x THEN PRINT "Device ="; x; LOOP UNTIL INKEY$ = CHR$(27) 'escape key exit END |
[KEYBOARD][BUTTON] Buttons: 512 Axis: 0 Wheels: 0 [MOUSE][BUTTON][AXIS][WHEEL] Buttons: 3 Axis: 2 Wheels: 3 [CONTROLLER][[NAME][Microsoft Sidewinder Precision Pro (USB)]][BUTTON][AXIS] Buttons: 9 Axis: 6 Wheels: 0 Device = 2 Device = 2 |
- Note: Mouse events must be within the program screen area. Keyboard presses are registered only when program is in focus.
- Example 2
- Why does a mouse have 3 wheels? Relative x and y movements can be read using the first 2 _WHEEL reads.
ignore = _MOUSEMOVEMENTX 'dummy call to put mouse into relative movement mode PRINT "Move your mouse and/or your mouse wheel (ESC to exit)" d = _DEVICES ' always read number of devices to enable device input DO: _LIMIT 30 'main loop DO WHILE _DEVICEINPUT(2) 'loop only runs during a device 2 mouse event PRINT _WHEEL(1), _WHEEL(2), _WHEEL(3) LOOP LOOP UNTIL INKEY$ = CHR$(27) |
- Explanation: Referencing the _MOUSEMOVEMENTX function hides the mouse and sets the mouse to a relative movement mode which can be read by _WHEEL. _DEVICEINPUT(2) returns -1 (true) only when the mouse is moved, scrolled or clicked.
- Example 3
- Using ON...GOSUB with the _DEVICEINPUT number to add keyboard, mouse and game controller event procedures.
n = _DEVICES 'required when reading devices PRINT "Number of devices found ="; n FOR i = 1 TO n PRINT i; _DEVICE$(i) ' 1 = keyboard, 2 = mouse, 3 = other controller, etc. NEXT 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