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Oh my, this is going to be ..... 
I've read the wiki article by 'Omnigames' (Nice and solid little article) which is of course basic but then i've stumbled (actually it's the very next article in the wiki) on EagleEyes 'Key Binding system' (Very informative EE, thanks) and it kinda hit me right then. So i'm making all non-drawing actions in the game work on their own thread and for this i'm into delegates for assigning custom routines for keyboard and mouse events. It shouldn't cause any trouble since the whole proccess will simply async-fire the event handlers on different threads, when a specific key is Pressed/Hold down/Released. The whole thing can also work in-sync where it will file each 'Pressed' event and wait until it's finished to fire the next one. The 'syncronized' firing is mostly for key-binding systems - where you only need to scan the very first key that is pressed - or text input, where the order of keystrokes can make the difference between 'STOP' and 'POST' .... 
Anyway, i though to state my progress and what i'm up to in my spare time these days.
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