03-19-2010, 04:19 PM
OMG. 'Alias/Attaching' the new FULL KEYS to the Input module is soooo easy!
My tests on my new keyboard input script allow for me to detect keyboard keys without screwing up the Joypad /Game Controller system I have Input.trigger? and Input.press? worked out fine and keys from 'Input::Key_A' to 'Input::Key_Z' (as examples) worked out, while not harming the already existing 'Input::C' codes.
Now to see about adding the other keys (Input::Key_3, Input::Backspace, Input::PgUp), and attaching working code to the Input.repeat? method.
My tests on my new keyboard input script allow for me to detect keyboard keys without screwing up the Joypad /Game Controller system I have Input.trigger? and Input.press? worked out fine and keys from 'Input::Key_A' to 'Input::Key_Z' (as examples) worked out, while not harming the already existing 'Input::C' codes.
Now to see about adding the other keys (Input::Key_3, Input::Backspace, Input::PgUp), and attaching working code to the Input.repeat? method.