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Disappointed by the comments in general

Posted: Wed Jun 17, 2009 3:53 am
by Ulf
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..

Posted: Wed Jun 17, 2009 8:55 pm
by Jake-GR
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)
(C++) Simple to use Event Receiver class for Irrlicht 1.3
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 :) )

Posted: Thu Jun 18, 2009 11:02 pm
by JuicyLobster
edit: opfh, there we go, forgot to do device->setEventReceiver()...

had to add a mouseHasMoved() method too, but all in all thanks.

starting a game engine event handler..

Posted: Tue Jun 23, 2009 10:15 am
by Ulf
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

Posted: Sun Oct 11, 2009 10:32 pm
by joqus
nice post, I enjoy your code
and its very helpfull for me!!
thanks!

Re: (C++) Simple to use Event Receiver class for Irrlicht 1.

Posted: Tue Feb 04, 2014 2:05 pm
by M4UNOT
Hello,

Nice class, thanks!

i have changed

Code: Select all

virtual bool OnEvent(SEvent event)
To:

Code: Select all

virtual bool OnEvent(const SEvent& event)
everything works, but the first person shooter style user controlled camera stopped working..

Code: Select all

smgr->addCameraSceneNodeFPS();
it get ignored...

Re: (C++) Simple to use Event Receiver class for Irrlicht 1.

Posted: Tue Feb 04, 2014 7:28 pm
by erandros
I also have that problem
M4UNOT wrote: everything works, but the first person shooter style user controlled camera stopped working..

Code: Select all

smgr->addCameraSceneNodeFPS();
it get ignored...
I have that problem too. Anyone have any ideas how to keep the camera working?

Re: (C++) Simple to use Event Receiver class for Irrlicht 1.

Posted: Wed Feb 05, 2014 8:01 am
by mongoose7
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.

Posted: Wed Feb 05, 2014 8:45 pm
by M4UNOT
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?
I just started again to use it, can you please explain what you mean and show how to fix it??

Re: (C++) Simple to use Event Receiver class for Irrlicht 1.

Posted: Thu Feb 06, 2014 12:32 am
by mongoose7
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.

Posted: Thu Feb 06, 2014 9:50 am
by M4UNOT
Still the same problem..