42_cube3D/MLX42/docs/Input.md

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2023-04-26 07:39:03 -04:00
<!----------------------------------------------------------------------------
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See copyright and license notice in the root project for more information.
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# Input methods
MLX42 provides various ways of detecting input, you can read about all the available hooks on the [Hooks](./Hooks.md) page.
## Key Detection
### Generic Hook + function
The easiest way of detecting continuous keypressing is via a generic hook and then checking if the specific key is down.
This is the 'traditional' way of detecting if a key is down even in modern game engines. It provides the quickest feedback and if it's used to, say, move a character, the smoothest result.
```c
void hook(void *param)
{
mlx_t *mlx;
mlx = param;
if (mlx_is_key_down(param, MLX_KEY_ESCAPE))
mlx_close_window(param);
if (mlx_is_key_down(param, MLX_KEY_UP))
g_img->instances[0].y -= 5;
if (mlx_is_key_down(param, MLX_KEY_DOWN))
g_img->instances[0].y += 5;
if (mlx_is_key_down(param, MLX_KEY_LEFT))
g_img->instances[0].x -= 5;
if (mlx_is_key_down(param, MLX_KEY_RIGHT))
g_img->instances[0].x += 5;
}
```
### Hook Function
For more exact input detection such as checking if the key was pressed with `Alt` or `ctrl` you should use the actual Key hook.
Keep in mind that using a keyhook results in a slower feedback compared to using a generic hook but grants you more control in key detection.
```c
void key_hook(mlx_key_data_t keydata, void* param)
{
if (keydata.key == MLX_KEY_A && keydata.action == MLX_RELEASE && keydata.modifier == MLX_CONTROL)
puts("Gotta grab it all!");
}
```