comparison docs/man3/SDL_JoystickGetAxis.3 @ 0:74212992fb08

Initial revision
author Sam Lantinga <slouken@lokigames.com>
date Thu, 26 Apr 2001 16:45:43 +0000
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children 55f1f1b3e27d
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1 .TH "SDL_JoystickGetAxis" "3" "Mon 12 Mar 2001, 01:03" "SDL" "SDL API Reference"
2 .SH "NAME"
3 SDL_JoystickGetAxis\- Get the current state of an axis
4 .SH "SYNOPSIS"
5 .PP
6 \fB#include "SDL\&.h"
7 .sp
8 \fBSint16 \fBSDL_JoystickGetAxis\fP\fR(\fBSDL_Joystick *joystick, int axis\fR);
9 .SH "DESCRIPTION"
10 .PP
11 \fBSDL_JoystickGetAxis\fP returns the current state of the given \fBaxis\fR on the given \fBjoystick\fR\&.
12 .PP
13 On most modern joysticks the X axis is usually represented by \fBaxis\fR 0 and the Y axis by \fBaxis\fR 1\&. The value returned by \fBSDL_JoystickGetAxis\fP is a signed integer (-32768 to 32768) representing the current position of the \fBaxis\fR, it maybe necessary to impose certain tolerances on these values to account for jitter\&. It is worth noting that some joysticks use axes 2 and 3 for extra buttons\&.
14 .SH "RETURN VALUE"
15 .PP
16 Returns a 16-bit signed integer representing the current position of the \fBaxis\fR\&.
17 .SH "EXAMPLES"
18 .PP
19 .PP
20 .nf
21 \f(CWSint16 x_move, y_move;
22 SDL_Joystick *joy1;
23 \&.
24 \&.
25 x_move=SDL_JoystickGetAxis(joy1, 0);
26 y_move=SDL_JoystickGetAxis(joy1, 1);\fR
27 .fi
28 .PP
29 .SH "SEE ALSO"
30 .PP
31 \fI\fBSDL_JoystickNumAxes\fP\fR
32 ...\" created by instant / docbook-to-man, Mon 12 Mar 2001, 01:03