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BigBMan
11-16-2010, 06:17 AM
Two questions for ya:

1. Key mappings don't seem to be working in the RT3DApp. What's wrong?

2. Can you briefly explain the configurations available in the project? Not sure what the non-GL ones do.

Seth
11-16-2010, 10:46 AM
1. Key mappings don't seem to be working in the RT3DApp. What's wrong?

I assume you mean through Irrlicht? Irrlicht's normal input/key bindings stuff is disabled as most of its input is not going to work with the mobile stuff.

I did add BaseApp::m_sig_raw_keyboard today in svn which gives keyup/keydown messages in Win/Android so you could hook that and then fake input (or directly move player objects etc) in Irrlicht probably, but it's a bit DIY right now.

I haven't used Irrlicht for a commercial product yet in Proton so it's not as well integrated as far as input as it could be. The demos are touch screen only because I was going to use it for iPhone.

ArcadeInputComponent now actually does handle key binding for Proton as of today's commit; I'm using it in Dink but I don't have an example using that.


2. Can you briefly explain the configurations available in the project? Not sure what the non-GL ones do.

Check here (http://www.rtsoft.com/wiki/doku.php?id=proton:win_setup) I've got a list with a description of each. Although the WebOS target isn't in the 3DApp sample yet.

BigBMan
11-16-2010, 08:39 PM
I was actually trying to change video modes from the main menu.

Seth
11-16-2010, 10:29 PM
Ah, the controls that rotate the screen mentioned here (http://www.rtsoft.com/wiki/doku.php?id=proton:win_setup) (P, U, R, L)?

I should have mentioned that they are disabled if g_landScapeNoNeckHurtMode is set to TRUE in main.cpp. This is because when that is enabled a sort of "fake" rotation is happening so you don't have to turn your head sidewise when testing on Windows that interfere with it.

I've updated the Wiki page above to mention this, thanks.