Capturing Keyboard Bindings in Engine
by Matthew Harris · in Torque Game Engine · 02/23/2004 (12:22 pm) · 4 replies
I have looked over the ActionMap code a bit. I am a little confused how I can get a key binding in code. Lets say the key was 'W'. Then from that how would I tell if the key is pressed or released. Sorry if this is real simple, having some trouble with it. To make it more clear I don't want to just see if 'W' is pressed.. This key is not hardcoded in the engine. I want to read the binding from the actionMap in the script and use that for pressed/released. Thanks again... enough rambling =)
-Matthew Harris
-Matthew Harris
#2
Then define the function like so:
-ner
02/24/2004 (2:02 pm)
In script, you'll want something like the following to add the binding:GlobalActionMap.bind(keyboard, "w", myFunction);
Then define the function like so:
function myFunction(%make)
{
if(%make)
{
// Key down
}
else
{
// Key up
}
}-ner
#3
02/26/2004 (1:27 pm)
No, i want to do this in code..
#4
Have you looked at Moves?
02/26/2004 (1:37 pm)
If you want to cut the console out of the picture you're going to have a much harder time of it.Have you looked at Moves?
Associate Kyle Carter