DEVICEINPUT: Difference between revisions

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{{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}}



Revision as of 20:29, 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.
  • 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

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
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

* _DEVICES, _DEVICE$ * _LASTBUTTON, _LASTAXIS, _LASTWHEEL * _BUTTON, _AXIS, _WHEEL * STRIG, STICK * ON...GOSUB * Controller Devices
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