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inputpolling [2019/04/19 20:09] – [HotKey] admininputpolling [2020/11/04 14:52] – [Runtime] admin
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 ===== HotKey ===== ===== HotKey =====
  
-A HotKey is a combination of inputs that are simultanously active. Each HotKey can manage inputs from keyboard, mouse and/or gamepad. +A HotKey is a combination of simultanously active inputs. Each HotKey can manage inputs from keyboard, mouse and/or gamepad. 
 An input is a hardware message: An input is a hardware message:
  
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 You are allowed to setup your HotKeys at design- and runtime. You are allowed to setup your HotKeys at design- and runtime.
  
 +==== LockTime ====
 +
 +Set the LockTime property (in milliseconds) to suppress a hotkey for a specific time.
 +Because input commands come very often, f.e. if a button on the gamepad was pressed. As long as you hold the button the system will recognize the hotkey for this button.
 +For sequence detection this may be a problem. Therefor we want to lock the gamepad hotkey for a certain time.
 ==== DesignTime ==== ==== DesignTime ====
  
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   - Here we can now add a new **TGorillaHotKeyInputItem**.   - Here we can now add a new **TGorillaHotKeyInputItem**.
   - In the item select the "**Kind**" of device.   - In the item select the "**Kind**" of device.
-  - and add the message input code+  - and add the message input code (tables below)
   - Repeat it for any further inputs you wish to combine.   - Repeat it for any further inputs you wish to combine.
 ==== Runtime ==== ==== Runtime ====
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 end; end;
  
 +procedure TForm1.FormCreate(Sender: TObject);
 var  var 
   FInput : TGorillaInputController;   FInput : TGorillaInputController;
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   LHotKey.AddInput(TGorillaInputDeviceType.Keyboard, Ord(GORILLA_INPUT_KEY_C));   LHotKey.AddInput(TGorillaInputDeviceType.Keyboard, Ord(GORILLA_INPUT_KEY_C));
   LHotKey.AddInput(TGorillaInputDeviceType.Keyboard, Ord(GORILLA_INPUT_KEY_RETURN));   LHotKey.AddInput(TGorillaInputDeviceType.Keyboard, Ord(GORILLA_INPUT_KEY_RETURN));
 +end;
 +  
 +procedure TForm1.FormClose(Sender: TObject; var Action: TCloseAction);
 +begin
 +  FInput.DisposeOf();
 +  FInput := nil;
 +end;
 </file> </file>
- 
- 
 ===== Persistent Messages ===== ===== Persistent Messages =====
  
-Besides the HotKey settings the component supports persistent/continuously messages.+Besides the HotKey settings the component supports persistent/continuous messages.
 A persistent message is a continuously notified message from the system and not a temporary message like a click or key-press. A persistent message is a continuously notified message from the system and not a temporary message like a click or key-press.
  
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 </code> </code>
  
 +__Notes:__
 +You are allowed declare an input multiple times in a sequence.
 +
 +Each sequence can hold up to 16 HotKeys.
 ==== DesignTime ==== ==== DesignTime ====
  
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 </file> </file>
  
 +Next: [[Pathfinding|Pathfinding]]