1
vote
0answers
36 views

Why is my XInput gamepad press stamp not working?

I'm trying to add basic gamepad input to my c++ DirectX game but i'm having some trouble creating a press stamp (registers the press only the first time it's pressed if button held down). The entire ...
0
votes
3answers
157 views

Input handling with callbacks

I have set up a class for input handling that allows me to create key bindings with different key behaviours such as single press action bindings where the action will only happen once if the key is ...
0
votes
1answer
179 views

Moving the camera as in a first person shooter

I am trying to implement the movement of the camera with the mouse. The result I want to achieve is the same that you get when you move your aim in a first person shooter. Here is the code I wrote, ...
-1
votes
1answer
76 views

My ClanLib based Keyboard Manager not working [closed]

I created a simple Keyboard manager to detect whether buttons are currently pressed, or if where pressed in that frame. It seems like it should work, yet it seems to not read anything. Here is my ...
0
votes
1answer
141 views

Problem with GLFW input

I am using GLFW for the input in my game. I just started learning it and I have encountered a problem. The problem is the input, I have a callback function, where I check for keypresses. I want the ...
1
vote
0answers
119 views

Help with Windows RawInput

I am having some trouble to receive and interpret mouse movement data from RawInput. Generally mouse input seems to work, I can query mouse buttons and receive updates of mouse movement. The problem ...
0
votes
3answers
693 views

How can I make a C++ countdown timer that doesn't freeze user input?

I'm planning to use the Sleep() function to implement a countdown timer. But this freezes the input of the user at the same time. Thus I wanted to ask if it is possible to have the countdown still ...
2
votes
1answer
520 views

Managing the user input

I'm studying a good number of articles about this topic and seems to me that there is just one way to do this: a signal/slot design. I was also looking at some more complex async examples but I don't ...
0
votes
2answers
423 views

Action button: only true once per press

I'm using SFML2.0 and am trying to make a wrapper class for my controller/joystick. I read all the input data from my controller and send it off to my controllable object. I want to have two types of ...
0
votes
0answers
246 views

Windows Events lag behind

I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
0
votes
1answer
208 views

Delay The Polling Events Of Xbox360 Gamepad With XInput

My team and I are currently developing a 2D platformer with SDL/OpenGL and we want to add support to the Xbox360 Gamepad with the XInput library from Microsoft, but we are currently having a problem. ...
0
votes
1answer
1k views

SFML - Moving a sprite on mouseclick

I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { ...
0
votes
2answers
463 views

Ogre3D: customize water demo

On the water demo supplied with Ogre3D's SDK, controls are set to actually control the camera and environment, but not actually the ogre head that generates the disturbances. I tried digging into the ...
4
votes
5answers
310 views

Identifying connected lines drawn free-hand by a user

I have a series of 'images' described by a mixture of connected lines and curves. Users will draw on the screen, free hand, and my goal is to break their drawing down into a series of lines and curves ...
11
votes
1answer
1k views

Using PS3 controller for input on Mac OSX

I've managed to find a USB driver to connect to the PS3 controller in OSX, and as reported here, can connect to the controller via Bluetooth. I've verified that the input is working properly via ...
6
votes
3answers
428 views

How standardized are joystick / gamepad configurations?

Right now I'm working on input for my game. The only controller I own is an XBOX 360 one. From what I can see, if a controller's stick has a Z axis, these are actually triggers. Essentially I'm ...
4
votes
3answers
614 views

What's a good way to check that a player has clicked on an object in a 3D game?

I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them ...