j k - p r o . i n f o
all about jk you can find out

(..no translation..)


  Files:  

You can get current version of input system from CVS: sourceforge.net/projects/gameengine.

Stable releases:

Documentation:

  History:  

2004-04-13
"Exclusive mouse" and "Exclusive keyboard" parameters added to DI8 vesrion.

Autogenerated documentation is availible for download since now.

2004-04-10
DI8 problem with local buttons names fixed.

2004-04-08
Problems with outputBinds() are fixed. Version is stable now!

2004-04-07
RawDI8 system optimized: non-poll devices now works without update() method.
Also "deadzone" parameter added for axes: set gamepad.xaxis.deadzone 100.
Input object listeners added to InputSystem. They work asynchronous (if raw level supports this). Virtual buttons fixed: now they work in respect with host object.
Also outputBinds() function added to save all binds.

INPUT_GECONSOLE_SUPPORT and INPUT_GESTREAM_SUPPORT compilation switches added to improve independence of input system.

2004-04-06
New event type added: etPrintableChar. This allows programmer to abtract from the platform and implement only hi-logic code, without processing WM_CHAR for example.

RawDI8 realization now produces such messages. Also RawDI8 supports event-based updates, so timestamps on events are much better (more precise). This works because of new cool multithread system.

2004-04-02
Logic (virtual) input level completed. Now there is now need to know anything about keybaords etc: just creating InputSystem object, then creating one (or many) virtual input device, for example createDevice("player",axes("strafe","walk"), buttons("fire","jump")) then make severals binds (bind gamepad.x-axis player.strafe). So, now you are done: x = x + inputSys->axes("player.strafe");

2004-03-13
RawDI8 realization is splitted into several files now. Now it's easier to read it.