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I'm using SFML2.0 and am trying to make a wrapper class for my controller/joystick. I read all the input data from my controller and send it off to my controllable object.

I want to have two types of buttons per button press, one that is continues(true false state ) and one that is an action and is set to false after the next frame update.

Here is an example of how I set my button A to true or false with the SFML api. Whereas data is my struct of buttons, and A holds my true/false state every update.

data.A = sf::Joystick::isButtonPressed(i,st::input::A);

But I've also added "data.actionA" which represents the one time action state.

Basically what I want is for actionA to be set false after the update its been set to true. I'm trying to keep track of the previous state. But I seem to fall into this loop where it toggles between true and false every update.

Anyone an idea?

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If there is one reason why SE is actually a bad idea, this question demonstrates it perfectly. I find myself falling into the trap of asking really trivial questions like this, I mean, people should solve these logical issues by themselves, if you gave it just a bit of thought you could've figured this out! These tasks need to be practiced, they will be encountered all the time. – jcora Jun 19 '12 at 19:44
I was actually stuck for a long time. Asking these questions can help others out as well. Most questions here are about "logical issues". So don't see the harm. – Sidar Jun 20 '12 at 16:06
Sorry, I guess I encountered this problem too many times before and forgot that maybe others haven't. But I think you get my point, I just have this fear of becoming lazy... – jcora Jun 20 '12 at 16:20
We tend to overlook things. That's not to say I didn't feel kinda stupid knowing how simple the solution was. Sometimes we just need to take a break! Also it would only be lazy if you asked without trying yourself. – Sidar Jun 20 '12 at 16:24
up vote 3 down vote accepted

Here's some pseudo code for you to try

// This here is a global variable.
    bool wasButtonPressed = false;

// This here is your function.
    bool isButtonPressed = sf::Joystick::isButtonPressed(i,st::input::A);

    // Check if the key was pressed since last frame, aka KeyPressed.
    if(isButtonPressed && !wasButtonPressed)

    // Check if the key was held since last frame, aka KeyHeld.
    if(isButtonPressed && wasButtonPressed)

    // Check if the key was released since last frame, aka KeyReleased.
    if(!isButtonPressed && wasButtonPressed)

    wasButtonPressed = isButtonPressed;

We store the previous state, so we know how the key has changed since the last frame.

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Yes I already solved it myself ( see edit ). I was already keeping track of previous states. I was overthinking it. – Sidar Jun 20 '12 at 16:08

My solution:

data.actionA = data.A = sf::Joystick::isButtonPressed(i,st::input::A);
if(prev.A) data.actionA = false;

First I always set the actionA to the value of the button state. Then I check if the previous state of A is true. If so we negate the value.

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