Estevanus / gamekit

Automatically exported from code.google.com/p/gamekit
0 stars 0 forks source link

gkMouseNode is missing output socket for mouse pressed buttons #32

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
gkMouseNode is missing output socket for mouse pressed buttons:

For example for left (mouse) button this could be the code:

In the constructor add the following line:
ADD_OSOCK(mSockets[8],  this, gkLogicSocket::ST_BOOL); //Left button pressed

In gkMouseNode::evaluate add the following:
mSockets[8].setValue(dev.isButtonDown(gkMouseDevice::BUTTON_LEFT));

Original issue reported on code.google.com by silveira.nestor@gmail.com on 10 Feb 2010 at 12:06

GoogleCodeExporter commented 8 years ago
Initially, the mouse node was set to be a motion only node. Mouse button 
support was
going to be it's own node. Right now the current state of mouse input in the 
core is
not detecting button pressed events.

I've re factored much of the core system locally and am working on getting back 
up to
the main repository.(which has mouse pressed support)

If you would be willing to add a new mouse node along side the current node and 
get a
patch together, I will add it as soon as every thing is updated. 

It would be nice to add bool output sockets for each button as well as float 
sockets
for the mouse x,y coordinates.

Original comment by snailr...@gmail.com on 10 Feb 2010 at 3:35

GoogleCodeExporter commented 8 years ago
I am happy to know you are working in the refactoring for the core classes. 

I have implemented locally some of the missing functionality, but, since you 
are 
making a refactoring for all this stuff I will stop doing changes and I will 
wait for 
your new code. 

One of the main functionality I am looking forward is the conversion for 
logic-bricks 
from blend files. Is this functionality going to be supported in the new 
version?

Thanks to you,
Néstor.

Original comment by silveira.nestor@gmail.com on 10 Feb 2010 at 9:01

GoogleCodeExporter commented 8 years ago
For now there is no plan to add logic brick support. If I'm not mistaken, the 
plan is
to make use of the nodal logic system currently being developed in blender.
http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic

In the meantime adding the Lua scripting system takes first priority, so users 
can
play around without modifying binary.

Original comment by snailr...@gmail.com on 10 Feb 2010 at 10:10

GoogleCodeExporter commented 8 years ago
After a discussion with Erwin, logic bricks will be supported after all.
Included in the new code is a base framework to build logic bricks.

Original comment by snailr...@gmail.com on 13 Feb 2010 at 2:36

GoogleCodeExporter commented 8 years ago
Added your patch. Thanks.

Original comment by snailr...@gmail.com on 16 Feb 2010 at 4:19