228 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			228 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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//    you must not claim that you wrote the original software.
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//    If you use this software in a product, an acknowledgment
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//    in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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//    and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_JOYSTICK_HPP
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#define SFML_JOYSTICK_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/Export.hpp>
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#include <SFML/System/String.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Give access to the real-time state of the joysticks
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///
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////////////////////////////////////////////////////////////
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class SFML_WINDOW_API Joystick
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{
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public:
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    ////////////////////////////////////////////////////////////
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    /// \brief Constants related to joysticks capabilities
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    ///
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    ////////////////////////////////////////////////////////////
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    enum
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    {
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        Count       = 8,  ///< Maximum number of supported joysticks
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        ButtonCount = 32, ///< Maximum number of supported buttons
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        AxisCount   = 8   ///< Maximum number of supported axes
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    };
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    ////////////////////////////////////////////////////////////
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    /// \brief Axes supported by SFML joysticks
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    ///
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    ////////////////////////////////////////////////////////////
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    enum Axis
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    {
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        X,    ///< The X axis
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        Y,    ///< The Y axis
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        Z,    ///< The Z axis
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        R,    ///< The R axis
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        U,    ///< The U axis
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        V,    ///< The V axis
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        PovX, ///< The X axis of the point-of-view hat
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        PovY  ///< The Y axis of the point-of-view hat
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    };
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    ////////////////////////////////////////////////////////////
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    /// \brief Structure holding a joystick's identification
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    ///
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    ////////////////////////////////////////////////////////////
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    struct SFML_WINDOW_API Identification
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    {
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        Identification();
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        String       name;      ///< Name of the joystick
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        unsigned int vendorId;  ///< Manufacturer identifier
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        unsigned int productId; ///< Product identifier
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    };
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    ////////////////////////////////////////////////////////////
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    /// \brief Check if a joystick is connected
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    ///
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    /// \param joystick Index of the joystick to check
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    ///
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    /// \return True if the joystick is connected, false otherwise
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    ///
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    ////////////////////////////////////////////////////////////
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    static bool isConnected(unsigned int joystick);
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    ////////////////////////////////////////////////////////////
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    /// \brief Return the number of buttons supported by a joystick
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    ///
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    /// If the joystick is not connected, this function returns 0.
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    ///
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    /// \param joystick Index of the joystick
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    ///
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    /// \return Number of buttons supported by the joystick
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    ///
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    ////////////////////////////////////////////////////////////
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    static unsigned int getButtonCount(unsigned int joystick);
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    ////////////////////////////////////////////////////////////
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    /// \brief Check if a joystick supports a given axis
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    ///
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    /// If the joystick is not connected, this function returns false.
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    ///
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    /// \param joystick Index of the joystick
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    /// \param axis     Axis to check
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    ///
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    /// \return True if the joystick supports the axis, false otherwise
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    ///
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    ////////////////////////////////////////////////////////////
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    static bool hasAxis(unsigned int joystick, Axis axis);
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    ////////////////////////////////////////////////////////////
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    /// \brief Check if a joystick button is pressed
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    ///
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    /// If the joystick is not connected, this function returns false.
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    ///
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    /// \param joystick Index of the joystick
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    /// \param button   Button to check
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    ///
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    /// \return True if the button is pressed, false otherwise
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    ///
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    ////////////////////////////////////////////////////////////
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    static bool isButtonPressed(unsigned int joystick, unsigned int button);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the current position of a joystick axis
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    ///
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    /// If the joystick is not connected, this function returns 0.
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    ///
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    /// \param joystick Index of the joystick
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    /// \param axis     Axis to check
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    ///
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    /// \return Current position of the axis, in range [-100 .. 100]
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    ///
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    ////////////////////////////////////////////////////////////
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    static float getAxisPosition(unsigned int joystick, Axis axis);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the joystick information
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    ///
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    /// \param joystick Index of the joystick
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    ///
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    /// \return Structure containing joystick information.
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    ///
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    ////////////////////////////////////////////////////////////
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    static Identification getIdentification(unsigned int joystick);
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    ////////////////////////////////////////////////////////////
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    /// \brief Update the states of all joysticks
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    ///
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    /// This function is used internally by SFML, so you normally
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    /// don't have to call it explicitly. However, you may need to
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    /// call it if you have no window yet (or no window at all):
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    /// in this case the joystick states are not updated automatically.
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    ///
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    ////////////////////////////////////////////////////////////
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    static void update();
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};
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} // namespace sf
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#endif // SFML_JOYSTICK_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Joystick
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/// \ingroup window
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///
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/// sf::Joystick provides an interface to the state of the
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/// joysticks. It only contains static functions, so it's not
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/// meant to be instantiated. Instead, each joystick is identified
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/// by an index that is passed to the functions of this class.
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///
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/// This class allows users to query the state of joysticks at any
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/// time and directly, without having to deal with a window and
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/// its events. Compared to the JoystickMoved, JoystickButtonPressed
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/// and JoystickButtonReleased events, sf::Joystick can retrieve the
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/// state of axes and buttons of joysticks at any time
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/// (you don't need to store and update a boolean on your side
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/// in order to know if a button is pressed or released), and you
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/// always get the real state of joysticks, even if they are
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/// moved, pressed or released when your window is out of focus
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/// and no event is triggered.
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///
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/// SFML supports:
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/// \li 8 joysticks (sf::Joystick::Count)
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/// \li 32 buttons per joystick (sf::Joystick::ButtonCount)
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/// \li 8 axes per joystick (sf::Joystick::AxisCount)
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///
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/// Unlike the keyboard or mouse, the state of joysticks is sometimes
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/// not directly available (depending on the OS), therefore an update()
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/// function must be called in order to update the current state of
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/// joysticks. When you have a window with event handling, this is done
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/// automatically, you don't need to call anything. But if you have no
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/// window, or if you want to check joysticks state before creating one,
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/// you must call sf::Joystick::update explicitly.
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///
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/// Usage example:
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/// \code
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/// // Is joystick #0 connected?
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/// bool connected = sf::Joystick::isConnected(0);
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///
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/// // How many buttons does joystick #0 support?
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/// unsigned int buttons = sf::Joystick::getButtonCount(0);
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///
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/// // Does joystick #0 define a X axis?
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/// bool hasX = sf::Joystick::hasAxis(0, sf::Joystick::X);
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///
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/// // Is button #2 pressed on joystick #0?
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/// bool pressed = sf::Joystick::isButtonPressed(0, 2);
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///
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/// // What's the current position of the Y axis on joystick #0?
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/// float position = sf::Joystick::getAxisPosition(0, sf::Joystick::Y);
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/// \endcode
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///
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/// \see sf::Keyboard, sf::Mouse
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///
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////////////////////////////////////////////////////////////
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