Difference between revisions of "Common Organization of Controls Kit Input keys"
(Created page with "Input keys are essentially what LÖVE's .isDown and such report when called. == Basics == Input keys for keyboard is strings reported by love.keyboard.isDown, same for mouse and...") |
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Input keys are what they are, except for mouse axis, which are mapped to numbers. When using any function that accepts an input key, you can either provide a regular value, which is useful for programmatical input, or for axis-like devices you can provide literal value, which is useful for user interaction. You shouldn't use numerical values for hard-coding data, because 1) that will make your code messier with all of these magic numbers and 2) internal conversion is an effecient and optimized operation, and it won't save execution time. | Input keys are what they are, except for mouse axis, which are mapped to numbers. When using any function that accepts an input key, you can either provide a regular value, which is useful for programmatical input, or for axis-like devices you can provide literal value, which is useful for user interaction. You shouldn't use numerical values for hard-coding data, because 1) that will make your code messier with all of these magic numbers and 2) internal conversion is an effecient and optimized operation, and it won't save execution time. | ||
== See also == | == See also == | ||
− | [[Common Organization of Controls Kit Input devices]] | + | *[[Common Organization of Controls Kit Input devices]] |
− | [[Common Organization of Controls Kit Modes]] | + | *[[Common Organization of Controls Kit Modes]] |
− | [[Common Organization of Controls Kit Manual]] | + | *[[Common Organization of Controls Kit Manual]] |
Latest revision as of 17:32, 2 September 2013
Input keys are essentially what LÖVE's .isDown and such report when called.
Basics
Input keys for keyboard is strings reported by love.keyboard.isDown, same for mouse and joystick buttons and hats. Joystick axis are represented as themselves. Mouse axis are mapped to numbers: X axis is 1, and Y axis is 2. Additionally, following axis names are defined:
- "x" (1)
- "y" (2)
- "z" (3)
- "r" (4)
- "u" (5)
- "v" (6)
- "7" (7)
- "8" (8), etc.
Details
Input keys are what they are, except for mouse axis, which are mapped to numbers. When using any function that accepts an input key, you can either provide a regular value, which is useful for programmatical input, or for axis-like devices you can provide literal value, which is useful for user interaction. You shouldn't use numerical values for hard-coding data, because 1) that will make your code messier with all of these magic numbers and 2) internal conversion is an effecient and optimized operation, and it won't save execution time.