libwiikeyboard
From WiiBrew
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libwiikeyboard is included as part of libogc as an interface to an attached USB keyboard.
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Usage
Include -lwiikeyboard in your Makefile.
Initialize the keyboard subsystem:
KEYBOARD_Init(NULL);
Process an event:
keyboard_event ke; s32 res = KEYBOARD_GetEvent(&ke); if (res && (ke.type == KEYBOARD_RELEASED || ke.type == KEYBOARD_PRESSED)) { // do something }
Alternate usage - using stdin
#include <gccore.h> #include <wiiuse/wpad.h> #include <wiikeyboard/keyboard.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <unistd.h> static void *xfb = NULL; static GXRModeObj *rmode = NULL; bool quitapp=false; void keyPress_cb( char sym) { if (sym > 31 ) putchar(sym); if (sym == 13) putchar('\n'); if ( sym == 0x1b) quitapp = true; } int main(int argc, char **argv) { // Initialise the video system VIDEO_Init(); // This function initialises the attached controllers WPAD_Init(); // Obtain the preferred video mode from the system // This will correspond to the settings in the Wii menu rmode = VIDEO_GetPreferredMode(NULL); // Allocate memory for the display in the uncached region xfb = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode)); // Initialise the console, required for printf console_init(xfb,20,20,rmode->fbWidth,rmode->xfbHeight,rmode->fbWidth*VI_DISPLAY_PIX_SZ); // Set up the video registers with the chosen mode VIDEO_Configure(rmode); // Tell the video hardware where our display memory is VIDEO_SetNextFramebuffer(xfb); // Make the display visible VIDEO_SetBlack(FALSE); // Flush the video register changes to the hardware VIDEO_Flush(); // Wait for Video setup to complete VIDEO_WaitVSync(); if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync(); // The console understands VT terminal escape codes // This positions the cursor on row 2, column 0 // we can use variables for this with format codes too // e.g. printf ("\x1b[%d;%dH", row, column ); printf("\x1b[2;0HHello World!\n"); if (KEYBOARD_Init(keyPress_cb) == 0) printf("keyboard initialised\n"); do { // Call WPAD_ScanPads each loop, this reads the latest controller states WPAD_ScanPads(); // WPAD_ButtonsDown tells us which buttons were pressed in this loop // this is a "one shot" state which will not fire again until the button has been released u32 pressed = WPAD_ButtonsDown(0); char key = getchar(); // We return to the launcher application via exit if ( pressed & WPAD_BUTTON_HOME ) quitapp=true; // Wait for the next frame VIDEO_WaitVSync(); } while(!quitapp); return 0; }