Input system for mapping raw controls into understandable events
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
- Completed by
Related branches
Related bugs
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.