要使用手柄编程游戏视频讲解,你需要了解如何捕获和处理来自手柄的输入。以下是使用不同方法进行编程的简要指南:
使用系统API
获取游戏设备数量
```c
int joyGetNumDevs();
```
查询游戏杆设备性能
```c
SDL_JoystickCaps *joyGetDevCaps(int deviceID);
```
申请捕获游戏设备
```c
SDL_Joystick *joySetCapture(SDL_Joystick *joystick, int独占);
```
释放游戏设备捕获
```c
void joyReleaseCapture(SDL_Joystick *joystick);
```
获取游戏设备的坐标位置和按钮状态
```c
SDL_JoystickPos *joyGetPos(SDL_Joystick *joystick);
SDL_JoystickPosEx *joyGetPosEx(SDL_Joystick *joystick);
Uint8 *joyGetButtonState(SDL_Joystick *joystick);
```
查询和设置游戏杆的移动阈值
```c
int joyGetThreshold(SDL_Joystick *joystick, int axis);
void joySetThreshold(SDL_Joystick *joystick, int axis, int threshold);
```
使用DirectInput
DirectInput是微软提供的一种直接操作游戏输入设备的API。以下是一些关键函数:
创建DirectInput设备
```c
IDirectInput8 *CreateDevice(GUID *guid, LPDIRECTINPUT8 *ppDI, HWND hWnd);
```
获取设备信息
```c
HRESULT GetDeviceCapabilities(IDirectInputDevice8 *pDevice, DIDEVICECAPS *pCaps);
```
读取输入数据
```c
HRESULT Read(IDirectInputDevice8 *pDevice, DWORD dwFlags, LPVOID pBuffer, DWORD *pcbSize);
```
使用SDL库
SDL(Simple DirectMedia Layer)是一个跨平台的开发库,用于访问音频、键盘、鼠标、操纵杆和图形硬件。以下是一些关键函数:
初始化SDL
```c
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
return 1;
}
```
获取游戏控制器
```c
SDL_Joystick *gGameController = NULL;
```
处理游戏控制器输入
```c
SDL_JoystickEventState state = SDL_GetEventState(SDL_EVENT_JOYSTICKBUTTONDOWN);
if (state == SDL_EVENT_JOYSTICKBUTTONDOWN) {
// Handle button press
}
```
示例:使用SDL处理游戏手柄输入