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new:input [2018/02/16 21:20] – 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 is either **up** or **down** at any time. | + | * 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**. | + | |
ACSUtils provide a way to easily check these all these states for every key without writing compliated '' | ACSUtils provide a way to easily check these all these states for every key without writing compliated '' | ||
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===== What's the point of " | ===== What's the point of " | ||
- | If you want to detect if the player has pressed the key just once, you can't do so just by checking if they key is down like this: | + | Say, you have an on-screen button |
< | < | ||
- | // This code is bugged. | + | if (/* check that mouse cursor |
- | if (GetPlayerInput(-1, | + | if (GetPlayerInput(-1, |
- | print("You pressed X once"); | + | |
</ | </ | ||
- | The key will be down for some time after the press, causing the condition to trigger multiple times. To avoid this, you need to check whether | + | **This code is wrong.** If the player clicks the button once, it will likely cause him to sell multiple items. That's because this code checks if the mouse button is **down**. But the mouse button may be down for multiple tics after a click, as it may not be immediately released. |
+ | |||
+ | To avoid this bug, you need to check if the button | ||
< | < | ||
- | if (KeyPressed(BT_X)) | + | if (/* check that mouse cursor is inside the button */) |
- | print("You pressed X once"); | + | |
+ | | ||
</ | </ | ||
- | The same goes for **released** state. | + | 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:" |
</ | </ | ||
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< | < | ||
- | 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 |
* '' | * '' |