From: Kevin M. <sub...@us...> - 2002-02-10 19:03:42
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subatomic 2002/02/10 11:03:42 PST Modified files: gamekernel/gk EventInput.h GameInput.h gamekernel/test/input main.cpp Log: keys are able to be bound before devices are added. This allows lazy binding of keys, so you don't need to worry if a device gets added in the middle of a game, or if the bindings are loaded before the gamekernel inits... this change adds a "refresh" that happens after every device add or remove. this refresh rebuilds all key bindings to make sure the InputInterfaces all point to their input if that input is now in the system. Revision Changes Path 1.11 +10 -12 lib/gamekernel/gk/EventInput.h 1.28 +24 -7 lib/gamekernel/gk/GameInput.h 1.4 +3 -3 lib/gamekernel/test/input/main.cpp http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/gk/EventInput.h.diff?r1=1.10&r2=1.11&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/gk/GameInput.h.diff?r1=1.27&r2=1.28&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/test/input/main.cpp.diff?r1=1.3&r2=1.4&diff_format=h |