(C++) Simple to use Event Receiver class for Irrlicht 1.3
Disappointed by the comments in general
I am disappointed that noone questioned the validity and purpose of the code.
Rather, they just help fix the syntax of the code! Why waste time helping someone with syntax when the objective is wrong or misunderstood?
After all this time, noone has developed a proper input handler for a game?
Guess I better stop gas bagging and do it..
Rather, they just help fix the syntax of the code! Why waste time helping someone with syntax when the objective is wrong or misunderstood?
After all this time, noone has developed a proper input handler for a game?
Guess I better stop gas bagging and do it..
I can hear birds chirping
I live in the Eye of Insanity.
I live in the Eye of Insanity.
It may not be the best code, but I see it fairly useful for a quick input handler. I also see the use for pressed and release situations...
example:
hit KEY to toggle variable
handling just down (which you can check with a basic event receiver in tutorial 04)
it will toggle every frame rendered unless you add in another variable to make sure it only toggles once per keystroke
- so having pressed/release does that for you
I agree this is not a proper input handler for a game, but it is a decent handler for quick and easy (test/demo/etc)
example:
hit KEY to toggle variable
handling just down (which you can check with a basic event receiver in tutorial 04)
it will toggle every frame rendered unless you add in another variable to make sure it only toggles once per keystroke
- so having pressed/release does that for you
I agree this is not a proper input handler for a game, but it is a decent handler for quick and easy (test/demo/etc)
I am going to be using this code for now, has the basic functionality I need right now. But I also look forward to seeing yours Ulf (might have to switch later )(C++) Simple to use Event Receiver class for Irrlicht 1.3
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- Posts: 25
- Joined: Sat Jun 07, 2008 8:55 pm
starting a game engine event handler..
If anyones interested, I've started my game engine event handler project..
Here is the link to the forum page:
http://irrlicht.sourceforge.net/phpBB2 ... p?t=34071
Here is the link to the forum page:
http://irrlicht.sourceforge.net/phpBB2 ... p?t=34071
I can hear birds chirping
I live in the Eye of Insanity.
I live in the Eye of Insanity.
Re: (C++) Simple to use Event Receiver class for Irrlicht 1.
Hello,
Nice class, thanks!
i have changed
To:
everything works, but the first person shooter style user controlled camera stopped working..
it get ignored...
Nice class, thanks!
i have changed
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virtual bool OnEvent(SEvent event)
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virtual bool OnEvent(const SEvent& event)
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smgr->addCameraSceneNodeFPS();
Re: (C++) Simple to use Event Receiver class for Irrlicht 1.
I also have that problem
I have that problem too. Anyone have any ideas how to keep the camera working?M4UNOT wrote: everything works, but the first person shooter style user controlled camera stopped working..
it get ignored...Code: Select all
smgr->addCameraSceneNodeFPS();
Re: (C++) Simple to use Event Receiver class for Irrlicht 1.
Are you sure the problem isn't in fact that you are not passing the events on for the FPS camera to see?
Re: (C++) Simple to use Event Receiver class for Irrlicht 1.
I just started again to use it, can you please explain what you mean and show how to fix it??mongoose7 wrote:Are you sure the problem isn't in fact that you are not passing the events on for the FPS camera to see?
Re: (C++) Simple to use Event Receiver class for Irrlicht 1.
If you return true from the event receiver, the event is not passed on. Return false and the event will be passed on.
Re: (C++) Simple to use Event Receiver class for Irrlicht 1.
Still the same problem..