xfi

Input system for mapping raw controls into understandable events

Registered by David Schneider

A raw event mapper class that the root element instantiates.
The mapper would be able to load and store mappings, grab all input events and push the translated events back into the input queue.

Blueprint information

Status:
Started
Approver:
None
Priority:
Essential
Drafter:
None
Direction:
Approved
Assignee:
David Schneider
Definition:
Approved
Series goal:
None
Implementation:
Good progress
Milestone target:
None
Started by
David Schneider

Related branches

Sprints

Whiteboard

The mapper should also be able to textually describe the different buttons and inputs.
It should also be able to detect conflicts.

The mapper has three modes: mapped mode, set input mode, and text mode.

-Mapped mode:
The default mode, where raw events get translated into an Event structure that gets pushed down the Element tree by the root element.
The Event structure should contain fields like player number, control name, value of control, etc.

-Set input mode:
When put into this mode, a control to change is supplied. The input system throws out insignificant events (slight mouse movements, for example), until it gets a large input event, which it assigns to that control.

-Text mode:
Activates SDL's unicode text input mode functions, and passes the resulting text down the Element tree. There needs to be a way to set the edit position. Text input elements will use this.

(?)

Work Items

Dependency tree

* Blueprints in grey have been implemented.

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