Is there any way to simulate a button being depressed?
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Anteater
Is there any way to simulate a button being depressed?
Is there any way to simulate a button being pressed/released inside of Irrlicht? E.G. "Trick" the computer into thinking the W key was released.
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Anteater
The reason for this is complicated. Anyway, here's the problem:
At one point in my game, when the FPS cam walks up to a node, the camera switches to the "Cutscene Camera" with an animator attached to it. After the cutscene is over, it switches back to the regular FPS camera, but for some reason, it seems to think that the arrow keys were never released, even though they were. Therefor, if the computer thinks that the key was pressed/released on the first frame of interaction after the cutscene, it SHOULD fix the poblem.
At one point in my game, when the FPS cam walks up to a node, the camera switches to the "Cutscene Camera" with an animator attached to it. After the cutscene is over, it switches back to the regular FPS camera, but for some reason, it seems to think that the arrow keys were never released, even though they were. Therefor, if the computer thinks that the key was pressed/released on the first frame of interaction after the cutscene, it SHOULD fix the poblem.
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Anteater
The reason for this is complicated. Anyway, here's the problem:
At one point in my game, when the FPS cam walks up to a node, the camera switches to the "Cutscene Camera" with an animator attached to it. After the cutscene is over, it switches back to the regular FPS camera, but for some reason, it seems to think that the arrow keys were never released, even though they were. Therefor, if the computer thinks that the key was pressed/released on the first frame of interaction after the cutscene, it SHOULD fix the poblem.
At one point in my game, when the FPS cam walks up to a node, the camera switches to the "Cutscene Camera" with an animator attached to it. After the cutscene is over, it switches back to the regular FPS camera, but for some reason, it seems to think that the arrow keys were never released, even though they were. Therefor, if the computer thinks that the key was pressed/released on the first frame of interaction after the cutscene, it SHOULD fix the poblem.
For example
should cause key W left up.
Code: Select all
SEvent event;
event.EventType = EET_KEY_INPUT_EVENT;
event.KeyInput.PressedDown = false;
event.KeyInput.Key = KEY_KEY_W;
GUI->postEventFromUser(event);
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Anteater