02-03-2014, 12:59 PM
Been busy as all get-out, studying Java and further drafting ReGaL concepts.
As of yesterday, a new Input system has been created in Java, soon to be wrapped in either Ruby or Groovy. Still, there are some minor quirks to work out, but it's almost perfect. Java-side handles all the core logic, but the Ruby/Groovy half will have extended functions for tasks such as registering common Input bindings and such, example...
Input.register(:C, ["RETURN", "SPACE", "C", "MOUSE1"])
^With that call, we assigned Input::C to respond to the RETURN, SPACE, C keys (and the left mouse button) respectively. Internally, the method converts the String settings to the proper Integer representation but nevertheless bindings can be set via script call now! If the developer wants to create a menu scene for Button Configuration, there ya go, the registration is exposed.
Also, disabling the F1 menu shouldn't require advanced programming knowledge, shitty Win32API calls or brain surgery, just a simple...
Game.disable_F1_menu
Keyboard, Mouse AND Controller will most likely be supported right away! There are already APIs documented and defined for control stick, rumble pad and all that good stuff. We've just gotta write our method calls, quality test it and package it up, then the Input families should be good to go!
"Great! So will all of this eventually work on my existing RPG Maker project," you ask? My only response is this.
As of yesterday, a new Input system has been created in Java, soon to be wrapped in either Ruby or Groovy. Still, there are some minor quirks to work out, but it's almost perfect. Java-side handles all the core logic, but the Ruby/Groovy half will have extended functions for tasks such as registering common Input bindings and such, example...
Input.register(:C, ["RETURN", "SPACE", "C", "MOUSE1"])
^With that call, we assigned Input::C to respond to the RETURN, SPACE, C keys (and the left mouse button) respectively. Internally, the method converts the String settings to the proper Integer representation but nevertheless bindings can be set via script call now! If the developer wants to create a menu scene for Button Configuration, there ya go, the registration is exposed.
Also, disabling the F1 menu shouldn't require advanced programming knowledge, shitty Win32API calls or brain surgery, just a simple...
Game.disable_F1_menu
Keyboard, Mouse AND Controller will most likely be supported right away! There are already APIs documented and defined for control stick, rumble pad and all that good stuff. We've just gotta write our method calls, quality test it and package it up, then the Input families should be good to go!
"Great! So will all of this eventually work on my existing RPG Maker project," you ask? My only response is this.