KeyboardState & MouseState

July 25, 2012 posted by: joreg

hola,

here is the thing: until now, when creating modules or plugins that take mouse input you’d always have to cons XY and the mousebuttons together somehow so that you’d not need 5 connections to the node. also with the keyboard it was quite messy to parse the actual keystate only given a keycode. no more. we’re introducing a special datatype for those now, and we call them “MouseState” and “KeyboardState”.

so now, when creating a module that takes mouse or keyboard input use:

  • MouseState (System Split)node
  • KeyboardState (System Split)node to use the data conveniently inside the module.

plugin writers simply use:

ISpread<MouseState> FMouseState;
ISpread<KeyboardState> FKeyboardState;

to create pins of the respective types.

and as a user you’d notice how the following have turned into modules that return an additional handy Mousepin or Keyboardpin:

  • Mouse (System Window)node
  • Keyboard (System Global)node
  • Mouse (System Window)node
  • Keyboard (System Global)node

internally those modules use:

  • MouseState (System Join)node
  • KeyboardState (System Join)node which of course you can use to simulate mouse/keyboards from any arbitrary input. and note that of course those are spreadable.

nodes that already take that input now include:

  • Cursor (DX9)node
  • TypeWriter (String)node
  • Button (3D Mesh)node
  • Button (3D Quad)node
  • TagPoints (3D Vector)node
  • PickPoints (3D Vector)node
  • the series of Point- and MeshEditor modules

so for the developer this provides a standard interface for mouse/keyboard input and for the user it will save some clicks. win/win.


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