[PLUGIN] Input System v0.96b (21/03/2011): Keyb+Mouse+Joy Forum Home > Construct Classic > Construct Classic Discussion > Work-in-progress addons |
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Topic: [PLUGIN] Input System v0.96b (21/03/2011): Keyb+Mouse+JoyPosted: 12 Oct 2010 at 8:49pm |
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Hello all,
What it does: Manages Keyboard, Mouse and Joystick through DirectX using the Win32 part of OIS ([url:178xb5bj]http://sourceforge.net/projects/wgois/[/url:178xb5bj]). I've merged "Keyboard & Mouse" plugin actions/conditions/expressions and I've added an "Arm" feature like in the "Custom Controls" plugin by Lucid There are also many other things to discover Force Feedback has been added in v0.92b but it's not fully tested and [u:178xb5bj]may not work properly[/u:178xb5bj]. ToDo: [list:178xb5bj] [*:178xb5bj] Create a ForceFeedback testing tool with CGUI[/*:m:178xb5bj] [*:178xb5bj] Intregrate OIS 1.3: adds XInput (XBox 360 controller)[/*:m:178xb5bj][/list:u:178xb5bj] How to use it: See the included examples, everything is in here. If more is needed, I will publish some howtos. Installation: Download the zip file and put the Plugin directory with the csx files into Construct's plugins directory. Download: [url:178xb5bj]https://sourceforge.net/projects/sglorzscplugs/files/Input%20System/[/url:178xb5bj] Release note v0.96b ------ - Update: when presetting nonexistent button, Slider or POV, an empty value will be set when a joystick is selected. v0.95b ------ - Change license to LGPL v0.94b ------ - Update: . New Mouse condition: "On any mouse button down" called on any mouse button pressed. . New Mouse condition: "On any mouse button release" called on any mouse button released. . New Keyboard condition: "On any key down" call on any key down. . New Keyboard condition: "On any key release" called on any key down. . New Mouse expression: "Get last mouse button down", 0 is left, 1 is right, 2 is middle and 8 is unknown. . New Mouse expression: "Get last mouse button release", 0 is left, 1 is right, 2 is middle and 8 is unknown. . New Keyboard expression: "Get last key down", 0 is unknown. . New Keyboard expression: "Get last key release", 0 is unknown. - Note: see example 4 (Input System4.cap) for more details. v0.93b ------ - Bug: crash when presetting nonexistent button, Slider or POV. Now last valid value will be used. v0.92b ------ - Update: . New joystick action: "Set POV number of directions" with one parameter directions (4 or . New controls action: "Set control enabled" allows to enable/disable a control for a player. . New controls condition: "Control is enabled?" checks if a control is enabled for a player. - Added ForceFeeback (not fully tested, use at your own risk ^_^) v0.91b ------ - Bug: relative X and Relative Y were the same. - Bug: SetControlConfigData, previous controls were not deleted - Update: . "Set control default component" renamed to "Set control preset", to init control directly and if it's a joystick, it'll take the first one available. . "Init control default component device" renamed to "Set presets joystick", to set preset's joystick to use and to change the used joystick of previous presets. . New controls action: "Reload contols preset" to reset controls with already defined presets. . New controls action: "Clear presets" to delete all presets . New controls action: "Clear Controls" to delete all controls v0.9b ----- First delivered version |
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Posted: 13 Oct 2010 at 3:10am |
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So far so good, and it seems pretty complete.
I do think a little more info like setting controls etc. is needed. Great job! |
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Posted: 13 Oct 2010 at 5:05am |
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Many thanks. Look forward to testing this later
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Posted: 13 Oct 2010 at 7:19am |
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RelativeMouseX is the same as RelativeMouseY
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Posted: 13 Oct 2010 at 7:50am |
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[quote="georgethreed":2yin6bey]RelativeMouseX is the same as RelativeMouseY
Yes, bug spotted, it's a bad cut/paste, my usual |
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Posted: 13 Oct 2010 at 8:48am |
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WHOA! So fast!
Testing, RIGHT AWAY! |
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Posted: 13 Oct 2010 at 9:04am |
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Whoa. Just whoa. Tomorrow I'm trying it out with a joystick but... it seems it has everything.
Not everything I need, I mean EVERYTHING. I looked around SDL's control system before and I know what can be done, and I see it's all there. Congratulations, sir I tried the bundled demos and something weird happens when hitting F10. I just now realized it acts just like left-alt :O so I guess we shouldn't use it, as Windows freezes the application and focuses on the window controls. Everything works perfectly. Awesome. I can go and code player control logic for my game now |
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Posted: 13 Oct 2010 at 10:20pm |
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This is awesome news, I can't wait to try this
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Posted: 14 Oct 2010 at 2:22am |
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I'm having some trouble
It works awesomeLY, but for some reason when I try it in my game, it refuses to recognize controls by their name ("on control", etc) So.... halp? I really don't understand why it won't work here. I deleted everything in my game except for the bare minimum and it still won't work. [url:2lu6jlv8]http://octavoarte.cl/test.cap[/url:2lu6jlv8] |
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Posted: 14 Oct 2010 at 5:19am |
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Yeeh, I've got the arm part kinda figured out, and its a good idea, as you might want your players to map their own keys, but presetting controls is somewhat confusing.
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