en:tutorials:input:remapping_inputs
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en:tutorials:remapping_inputs [2020/08/20 04:54 (4 years ago)] – ↷ Links adapted because of a move operation sausage | en:tutorials:input:remapping_inputs [2020/08/31 14:11 (4 years ago)] (current) – ↷ Links adapted because of a move operation 76.14.89.164 |
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If you wish to simply use the existing built-in mappings for all controllers, [[en:tutorials:input:analog_joystick_gamepad_control|check this article first]]. If you wish to learn about additional standard mappings for all controllers, see [[en:tutorials:overriding_controller_mapping|Overriding a Controller mapping]]. | If you wish to simply use the existing built-in mappings for all controllers, [[en:tutorials:input:analog_joystick_gamepad_control|check this article first]]. If you wish to learn about additional standard mappings for all controllers, see [[en:tutorials:input:overriding_controller_mapping|Overriding a Controller mapping]]. |
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**Note:** when using ''orxInput_GetActiveBinding'', it only collects an input for the specific frame. A slow custom clock will miss values especially if they are fast inputs like mouse wheel clicks. Therefore, it is recommended that the **core clock** is used. See [[en:tutorials:testing_input_controls|here]] for an example. | **Note:** when using ''orxInput_GetActiveBinding'', it only collects an input for the specific frame. A slow custom clock will miss values especially if they are fast inputs like mouse wheel clicks. Therefore, it is recommended that the **core clock** is used. See [[en:tutorials:input:testing_input_controls|here]] for an example. |
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en/tutorials/input/remapping_inputs.txt · Last modified: 2020/08/31 14:11 (4 years ago) by 76.14.89.164