Game Development Community

Small Discovery

by William Todd Scott · in Torque Game Engine Advanced · 07/22/2007 (12:15 am) · 5 replies

Hi all,

While implementing Max style camera controls for the editor, I came across this small bit of functionality that I thought I would have to implement myself...

The following function works exactly as you would expect:

moveMap.bind( mouse, "ctrl xaxis", moveforward);

Specifically, you can specify key modifiers on mouse inputs.

I haven't seen this done elsewhere in the sample mods and I thought it was cool that the actionMap class was designed to handle this with no modifications.

Todd

#1
07/23/2007 (11:01 am)
That's very interesting indeed. Good to know.
#2
07/23/2007 (4:15 pm)
Where was this found and can you share some info on how you are implementing this? We have been wanting to do something similar with making it function like the Maya GUI
#3
07/23/2007 (6:39 pm)
Hi James,

To be clear, the functionality that I was pointing out is just something that I came across while implementing the max style camera controls. I thought that modifiers on mouse commands was cool and hadn't seen it before, so I posted a quick message.

The bulk of implementing max or maya style camera controls takes place in worldeditor.cpp and the functionality mentioned above actually doesn't come into play.

My implementation is specific to how I decided to handle cameras in the editor, as opposed to being a generic modification.

Todd
#4
07/23/2007 (8:06 pm)
Hmm. but it is possible? Man that would be really nice I spend a lot of time redoing things because of habits of spending all day in the maya interface and then doing the same things in other programs. Would be really nice if constructor had thing this way.
#5
07/23/2007 (9:05 pm)
Yes, but it does require C++ modifications.