RE: [GD-General] Key handling revisited
Brought to you by:
vexxed72
From: Matt D. <ma...@co...> - 2002-02-13 11:08:40
|
Yes, that's right. The first mapping is set up, per platform, in our editor so that we can handle input in a platform independent way. The so-called 'virtual' buttons cover all keyboards in a generic way. As a summary: Physical buttons (platform dependent) | | (Physical mapping) V Virtual buttons (platform independent) | | (User mapping) V Command buttons (platform independent) | | (Command mapping) V Commands (platform independent) The user mapping is maintained by a 'define controls' screen but it is intially set up as button 0 maps to 0, button 1 maps to 1, button 2 maps to 2, etc. This means that the virtual buttons and the command buttons are basically the same at default. The command mapping has a 1 to many relationship. So we can set up a mapping that links our attack button to punch and kick commands. If we wanted to, it will be easy to have them on seperate buttons by changing the mapping and not by changing the code. This flexibility is useful. Matt Davies Programmer, Confounding Factor ma...@co... www.confounding-factor.com --- Excerpt from Jamie Fowlston > presumably the processing of the physical button also has to be platform > dependent, as the buttons vary. |