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        <title>Orx Learning - en:tutorials:input</title>
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       <dc:date>2026-05-15T12:35:18+00:00</dc:date>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>8 Way Joystick / Gamepad Control</title>
        <link>https://orx-project.org/wiki/en/tutorials/input/8way_joystick_control?rev=1759253179&amp;do=diff</link>
        <description>8 Way Joystick / Gamepad Control

Orx supports joysticks and gamepads. The axis (for an analog stick) usually has a value between 0 and 32768 which indicates how far along the axis the stick has been pushed.

This gives you smooth multi-direction control. Orx can automatically limit the reading of the axis&#039; to allow behaviour that is similar to that of old 8-way joysticks from the era of the Commodore 64, Amstrad, ZX, Amiga, etc.</description>
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        <title>Analog Joystick / Gamepad Control Sticks</title>
        <link>https://orx-project.org/wiki/en/tutorials/input/analog_joystick_gamepad_control?rev=1759253179&amp;do=diff</link>
        <description>Analog Joystick / Gamepad Control Sticks

Orx supports joysticks and gamepads. The axis (for an analog stick) usually has a value between 0 and 32768 which indicates how far along the axis the stick has been pushed. Orx scales these values to down to the range</description>
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        <title>Analog Stick Threshold</title>
        <link>https://orx-project.org/wiki/en/tutorials/input/analog_stick_threshold?rev=1759253179&amp;do=diff</link>
        <description>Analog Stick Threshold

In the SettingsTemplate, there is a property under Input called DefaultThreshold which looks like this:


[Input]
SetList         = MainInput
DefaultThreshold = 0.3

[MainInput]
JOY_LX_1 = LeftStickHorizontal


This property allows you to create a small dead zone in the centre of your controller sticks. What do I mean by this? Take a look at the following diagram:</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Compiling the hidapi USB library in an Orx project</title>
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        <description>Compiling the hidapi USB library in an Orx project

If you are interested in interfacing custom USB devices (HID) to control games written by Orx (or any other C++ application), this article will show you the easiest way to compile hidapi along with your Windows-based Orx project.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Notes on Input</title>
        <link>https://orx-project.org/wiki/en/tutorials/input/input_notes?rev=1759253179&amp;do=diff</link>
        <description>Notes on Input

This article was originally written by Gemberkoekje

The Input module handles generalized inputs (keyboard, mouse, joystick and touch). 

Input events may be defined either in the config file or in code with orxInput_Bind*() functions. They can be changed on the fly, of course, and you can create inputs than don&#039;t necessarily map to physical device by using the</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Keyboard Inputs</title>
        <link>https://orx-project.org/wiki/en/tutorials/input/keyboard_inputs?rev=1759253179&amp;do=diff</link>
        <description>Keyboard Inputs

There have been many tutorials and examples covered already on using the keyboard for input. These are listed here for your convenience:

	*  Keyboard Inputs
	*  Detecting Keyboard Key Up
	*  Part 10 of the Beginner&#039;s Tutorial - Input Controls

Config

The full list of keys that can be used in your config is listed here.

Getting a key display name</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Mouse Grab</title>
        <link>https://orx-project.org/wiki/en/tutorials/input/mouse_grab?rev=1759253179&amp;do=diff</link>
        <description>Mouse Grab

You might notice on emulators and some games that use mouse movement, that the mouse is locked into the window or play area. The movement while contrained within the game window but the movement is able to continue infinitely in any direction.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>How to Override a Controller Mapping</title>
        <link>https://orx-project.org/wiki/en/tutorials/input/overriding_controller_mapping?rev=1759253179&amp;do=diff</link>
        <description>How to Override a Controller Mapping

As shown in the analog joystick page, Orx uses the SDL Controller DB (via the GLFW3 library) to give common mapping between all sorts of gamepad/joystick controllers.

This makes adding controller support so much easier for a developer writing a game with Orx. It all just works out of the box.</description>
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        <title>Remapping Controller Inputs</title>
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        <description>Remapping Controller Inputs

Joystick buttons, mouses button or keyboard keys can be mapped. These bindings can be removed in code and rebound. This is especially useful in games where the user is allowed to customise their own keys or changing what joystick button or stick operates what control.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Testing Keyboard, Joystick and Mouse Inputs</title>
        <link>https://orx-project.org/wiki/en/tutorials/input/testing_input_controls?rev=1759253179&amp;do=diff</link>
        <description>Testing Keyboard, Joystick and Mouse Inputs

This is a small routine to test for all types on inputs, and to output their names on to the screen. A good way to check if your usb gamepad works and what the values are.

Good also for keyboard testing to get the names of keypresses which you can use in your config files.</description>
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        <title>Triggers</title>
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        <description>Triggers

Triggers are a way to bind input events to an object and allow the running of commands when triggered. In this demo Iarwain demonstrates how to set up a new project with objects, inputs and their triggers.</description>
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