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en:tutorials:input:remapping_inputs [2018/09/10 10:47 (2 years ago)]
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en:tutorials:input:remapping_inputs [2020/08/31 21:11 (3 months ago)] (current)
76.14.89.164 ↷ Links adapted because of a move operation
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 ====== Remapping Controller Inputs ====== ====== Remapping Controller Inputs ======
  
-Joystick buttons, mouses button or keyboard keys can be mapped. These bindings can be removed in code and rebound. This is especially useful in games where the user is allowed to customise their own keys. It is also handy in terms of gamepads where there is little standard between manufacturers.+Joystick buttons, mouses button or keyboard keys can be mapped. These bindings can be removed in code and rebound. This is especially useful in games where the user is allowed to customise their own keys or changing what joystick button or stick operates what control
  
 This article is more a presentation of a remapping routine rather than a step by step tutorial. This article is more a presentation of a remapping routine rather than a step by step tutorial.
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 +<WRAP center round info 90%>
 +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]].
 +</​WRAP>​
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 It introduces the use of the following functions: It introduces the use of the following functions:
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 <WRAP center round tip 90%> <WRAP center round tip 90%>
-**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.
 </​WRAP>​ </​WRAP>​
en/tutorials/input/remapping_inputs.1536576467.txt.gz · Last modified: 2018/09/10 13:47 (2 years ago) (external edit)