Key-repeat in TGE
by Orion Elenzil · in Torque Game Engine · 12/29/2005 (3:14 pm) · 5 replies
I notice that sometimes key-repeat works in TGE and sometimes not.
Anyone know what determines that ?
for example in any old text-entry field such as the Console.
Anyone know what determines that ?
for example in any old text-entry field such as the Console.
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#2
Something is amiss and no doubt there are threads that may shed some light somewhere...
01/06/2006 (2:21 pm)
I'm curious about this as well, but not enough to look into it. ;) The numeric keypad appears to be intermittent as well.Something is amiss and no doubt there are threads that may shed some light somewhere...
#4
works for us after a whole half hour of testing, might not work for you.
edit:
uh, i hate this, the fix was in C++, so i shouldn't really post it here.
summary: i wanted a "deactivated" keyboard all the time; never "activated".
the problem seemed to be that an "active" keyboard was filtering out repeated key events,
in an effort to only ever deliver key-state-transitions to code further down the pipe.
this is probably what you want for a FPS, but we're not making an FPS, so there you go.
along the way i made some improvements to GuiTextEditCtrl,
which i'll be posting in a resource soon.
03/13/2006 (4:47 pm)
So, a fix for this.works for us after a whole half hour of testing, might not work for you.
edit:
uh, i hate this, the fix was in C++, so i shouldn't really post it here.
summary: i wanted a "deactivated" keyboard all the time; never "activated".
the problem seemed to be that an "active" keyboard was filtering out repeated key events,
in an effort to only ever deliver key-state-transitions to code further down the pipe.
this is probably what you want for a FPS, but we're not making an FPS, so there you go.
along the way i made some improvements to GuiTextEditCtrl,
which i'll be posting in a resource soon.
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Real Life Plus
no notion on this one ?
key-repeat is really nice when users want to say backspace-out their login name or what have you.