Difference between revisions of "C++ Input & Movement"
(→Mouse Input) |
(→Joystick Input) |
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=Joystick Input= | =Joystick Input= | ||
<syntaxhighlight lang=c++> | <syntaxhighlight lang=c++> | ||
− | + | // Is joystick #0 connected? | |
+ | bool connected = sf::Joystick::isConnected(0); | ||
+ | // How many buttons does joystick #0 support? | ||
+ | unsigned int buttons = sf::Joystick::getButtonCount(0); | ||
+ | // Does joystick #0 define a X axis? | ||
+ | bool hasX = sf::Joystick::hasAxis(0, sf::Joystick::X); | ||
+ | // Is button #2 pressed on joystick #0? | ||
+ | bool pressed = sf::Joystick::isButtonPressed(0, 2); | ||
+ | // What's the current position of the Y axis on joystick #0? | ||
+ | float position = sf::Joystick::getAxisPosition(0, sf::Joystick::Y); | ||
</syntaxhighlight> | </syntaxhighlight> |
Revision as of 13:17, 14 June 2019
Keyboard Input
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
// move left...
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
// move right...
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
// quit...
}
Mouse Input
if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
// left click...
}
// get global mouse position
sf::Vector2i position = sf::Mouse::getPosition();
// set mouse position relative to a window
sf::Mouse::setPosition(sf::Vector2i(100, 200), window);
Touch Input
Joystick Input
// Is joystick #0 connected?
bool connected = sf::Joystick::isConnected(0);
// How many buttons does joystick #0 support?
unsigned int buttons = sf::Joystick::getButtonCount(0);
// Does joystick #0 define a X axis?
bool hasX = sf::Joystick::hasAxis(0, sf::Joystick::X);
// Is button #2 pressed on joystick #0?
bool pressed = sf::Joystick::isButtonPressed(0, 2);
// What's the current position of the Y axis on joystick #0?
float position = sf::Joystick::getAxisPosition(0, sf::Joystick::Y);