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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| new:input [2018/02/16 21:10] – korshun | new:input [2018/02/17 12:10] (current) – korshun | ||
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| - | ====== Input functions | + | ====== Input library |
| ACSUtils provides a set of wrappers for [[zdoom> | ACSUtils provides a set of wrappers for [[zdoom> | ||
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| ===== Basic concepts ===== | ===== Basic concepts ===== | ||
| - | Every key can be either **up** or **down**. | + | * Every key is either **up** or **down** at any time. |
| + | * If the key was up the previous tic, but is now down, it is said to have been **pressed**. | ||
| + | * If the key was down the previous tic, but is now up, it is said to have been **released**. | ||
| + | * If the key has been pressed or released, it is said to have been **toggled**. | ||
| - | If the key was **up** the previous tic, but is now **down**, it is said to have been **pressed**. | + | ACSUtils provide a way to easily check these all these states for every key without writing compliated '' |
| - | If the key was **down** the previous tic, but is now **up**, it is said to have been **released**. | + | ===== What' |
| - | If the key has been **pressed or released**, it is said to have been **toggled**. | + | Say, you have an on-screen button to sell items that can be [[mouse|clicked with mouse]]: |
| - | ACSUtils provide a way to easily | + | < |
| + | if (/* check that mouse cursor is inside the button */) | ||
| + | if (GetPlayerInput(-1, INPUT_BUTTONS) & BT_ATTACK)) // check left mouse button click | ||
| + | SellItem(); | ||
| + | </ | ||
| - | ===== What's the point of " | + | **This code is wrong.** If the player clicks the button once, it will likely cause him to sell multiple items. That' |
| + | |||
| + | To avoid this bug, you need to check if the button was up the previous tic, but is now down. And that's exactly what the **pressed** state means. The '' | ||
| + | |||
| + | < | ||
| + | if (/* check that mouse cursor is inside the button */) | ||
| + | if (KeyPressed(BT_ATTACK)) // check left mouse button click | ||
| + | SellItem(); | ||
| + | </ | ||
| + | |||
| + | Now the button works correctly. Performing an action on releasing the button can be done the same way using '' | ||
| ===== Functions ===== | ===== Functions ===== | ||
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| < | < | ||
| - | if (KeyPressed(BT_FORWARD)) | + | if (KeyPressed(BT_ATTACK)) |
| - | print(s:" | + | print(s:" |
| </ | </ | ||
| Line 64: | Line 81: | ||
| < | < | ||
| - | if (KeyDown(BT_FORWARD | BT_BACK | BT_MOVELEFT | BT_MOVERIGHT)) | + | if (KeyDownAny(BT_FORWARD | BT_BACK | BT_MOVELEFT | BT_MOVERIGHT)) |
| print(s:" | print(s:" | ||
| </ | </ | ||
| - | To use these wrappers on players other than the activator, prefix any function | + | To use these wrappers on players other than the activator, prefix any of the above functions |
| * '' | * '' | ||