Game Development Community

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.

#1
01/06/2006 (1:14 pm)
Bump,
no notion on this one ?

key-repeat is really nice when users want to say backspace-out their login name or what have you.
#2
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...
#3
03/08/2006 (5:37 pm)
Bump..

I actually don't see anything for this by searching for 'repeat'.
#4
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.
#5
03/13/2006 (5:36 pm)
Improvements to GuiTextCtrl are here.