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en:tutorials:input:remapping_inputs [2020/08/20 04:54 (5 months ago)] sausage ↷ Links adapted because of a move operation |
en:tutorials:input:remapping_inputs [2020/08/31 14:11 (5 months ago)] 76.14.89.164 ↷ Links adapted because of a move operation |
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- | If you wish to simply use the existing built-in mappings for all controllers, [[en:tutorials:input:analog_joystick_gamepad_control|check this article first]]. If you wish to learn about additional standard mappings for all controllers, see [[en:tutorials:overriding_controller_mapping|Overriding a Controller mapping]]. | + | If you wish to simply use the existing built-in mappings for all controllers, [[en:tutorials:input:analog_joystick_gamepad_control|check this article first]]. If you wish to learn about additional standard mappings for all controllers, see [[en:tutorials:input:overriding_controller_mapping|Overriding a Controller mapping]]. |
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- | **Note:** when using ''orxInput_GetActiveBinding'', it only collects an input for the specific frame. A slow custom clock will miss values especially if they are fast inputs like mouse wheel clicks. Therefore, it is recommended that the **core clock** is used. See [[en:tutorials:testing_input_controls|here]] for an example. | + | **Note:** when using ''orxInput_GetActiveBinding'', it only collects an input for the specific frame. A slow custom clock will miss values especially if they are fast inputs like mouse wheel clicks. Therefore, it is recommended that the **core clock** is used. See [[en:tutorials:input:testing_input_controls|here]] for an example. |
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