Expand description
Access to the real-time state of the joysticks.
joystick
provides an interface to the state of the joysticks.
Each joystick is identified by an index that is passed to the functions of this module.
This module allows users to query the state of joysticks at any time and directly,
without having to deal with a window and its events. Compared to the JoystickMoved
,
JoystickButtonPressed
and JoystickButtonReleased
events, Joystick
can retrieve the
state of axes and buttons of joysticks at any time (you don’t need to store and update a
boolean on your side in order to know if a button is pressed or released),
and you always get the real state of joysticks, even if they are moved,
pressed or released when your window is out of focus and no event is triggered.
SFML supports:
- 8 joysticks (
COUNT
) - 32 buttons per joystick (
BUTTON_COUNT
) - 8 axes per joystick (
AXIS_COUNT
)
Unlike the keyboard or mouse, the state of joysticks is sometimes not directly
available (depending on the OS), therefore an update
function must be called in order to
update the current state of joysticks. When you have a window with event handling, this is
done automatically, you don’t need to call anything. But if you have no window, or if you want
to check joysticks state before creating one, you must call update
explicitly.
Usage example
use sfml::window::joystick;
// If joystick #0 is connected
if joystick::is_connected(0) {
// How many buttons does joystick #0 support?
let _buttons = joystick::button_count(0);
// Does joystick #0 define a X axis?
let _hax_x = joystick::has_axis(0, joystick::Axis::X);
// Is button #2 pressed on joystick #0?
let _pressed = joystick::is_button_pressed(0, 2);
// What's the current position of the Y axis on joystick #0?
let _position = joystick::axis_position(0, joystick::Axis::Y);
}