Dec 17 2003, 01:42 AM
There's a whole slew of new commands coming in the next release. Input is greatly cleaned up, and now supports the IR remote and keyboard. The easy one to remember is:
"ANY" is a "special" input command. The white paper describes others, but "ANY" grabs any valid input queue message, kind of like an "any key"
Look in the internal.xml file for more examples. You'll find the new stuff is 100% more responsive than the old stuff.
Dec 17 2003, 02:14 AM
Tomorrow's my last exam , so I'll have a (long) look/play around with it after that.
Dec 23 2003, 05:29 AM
I've been playing around with the input stuff (the test script you made with the blue/red moving box), and I noticed that holding any of the "shift" buttons (triggers) causes the other buttons to stop working.
So how exactly do u use shift buttons?
Dec 23 2003, 08:58 AM
|QUOTE (geniusalz @ Dec 23 2003, 01:29 AM)|
| I've been playing around with the input stuff (the test script you made with the blue/red moving box), and I noticed that holding any of the "shift" buttons (triggers) causes the other buttons to stop working.|
So how exactly do u use shift buttons?
In pressing the "shift" keys, you have created a new, unique button press combo, so that's why the keyrepeat goes away. I may throw in some additional commands to support shifted D-Pad moves, for example (Like "Big UP/DN/LF/RT" or something like that.)
Doing keyrepeat on the gamepad is a lot like the keyrepeat on a keyboard.... similar algorithms, really. There are some ways I wish it could transition properly, but that isn't always the case. Still, it works well enough for most cases.
Dec 23 2003, 08:48 PM
I see why it doesn't repeat.
But it doesn't work even once, let alone repeat. Here's what I do:
-Hold left trigger
-Push and leave left
-Leave left trigger
But the box doesn't move at all (still using the blue/red box test script)
I was trying to control the speed of movement using the trigger, but it doesn't seem to work.
And the repeat problem also happens when I hold left on the thumbstick, and spin it downwards. In this case, the down keypress happens once.
Dec 24 2003, 01:56 AM
Well, you'd have to assign the "UI_UP" function to the shifted version (you could to that in addition to the regular function) and then read the strength of the shift (in the case of analogs, like the triggers, it will be a value of x to 255 (x is somewhere aroung 64) and for digitals, it will be simply "1"
If you don't assign it, the key will send out nothing... UP without a shift is unique from UP with a shift... by default UP without shift is defined as "UI_UP"
Now, as to why the keyrepeat fails, I'll have to look into that, though I have some ideas.
Dec 24 2003, 10:13 PM
So "UI_UP" shifted would be "UI_UP_SHIFT" or something?
Dec 25 2003, 01:04 AM
|QUOTE (geniusalz @ Dec 24 2003, 06:13 PM)|
| So "UI_UP" shifted would be "UI_UP_SHIFT" or something? |
It could be UI_UP as well... you just define the key with the shift="true"
then when you read the status (just got back from family gathering, and quite tired... so I'll leave that up to you do get the details on in the readme) of the Shift when you get one of those messages to adjust how the actionscript handles the input message.
Dec 25 2003, 08:11 PM
Not very useful as the shift keys are not defined by default.
Or am I missing the ability to redefine keys on the fly through the actionscript?
Forgive me for being a little slow here, maybe you can point me towards the right readme
Oh yeah, and I figured out how to read the shift status, so don't worry about that
But you still have to worry about me not getting how to use shift keys without redifining the default input table.
Dec 26 2003, 07:36 PM
A bump and a "please read edit up there ^"
Dec 26 2003, 11:50 PM
|QUOTE (geniusalz @ Dec 26 2003, 03:36 PM)|
| A bump and a "please read edit up there ^" |
I'll add the shifted versions to the table.
All of the key tables are still tentative, anyway.
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