@Fred, ExamineKeyboard()
Posted: Tue Dec 09, 2003 5:49 pm
Hi Fred I was hoping you could implement a personal favour for me
I am building the base layer to my engine and I have binding commands to speed up game programming, so the programmer does not have to keep track of user events, he/she simply binds them to procedures like so, works great so far except:
I would like to give the option of the user to use internal PB commands, also because I am currently trying to get the direct input keyboard DIOBJECTDATAFORMAT & DIDATAFORMAT working as it is hard to find the constant of this and convert it to PB ...
Anyway, when I use ExamineKeyboard() I get an error message "OpenScreen or OpenWindowedScreen must be called before this" ... It would be great, if I could use the command without the OpenScreen or OpenWindowedScren being called first
In the meantime I'll just try to do a quick hack for testing purposes ...

I am building the base layer to my engine and I have binding commands to speed up game programming, so the programmer does not have to keep track of user events, he/she simply binds them to procedures like so, works great so far except:
Code: Select all
Declare ExitLoop()
Init3D(32, 800, 600, #CMG3D_FSAA | #CMG3D_Windowed)
BindWindowEvent(#PB_EventCloseWindow, @ExitLoop())
BindKey(#PB_Shortcut_Tab, @ExitLoop(), #CMG3D_Pushed)
Repeat
Flip()
CheckBindings()
Until Quit = 1
CleanUp()
Procedure ExitLoop()
Shared Quit
Quit = 1
EndProcedure
Anyway, when I use ExamineKeyboard() I get an error message "OpenScreen or OpenWindowedScreen must be called before this" ... It would be great, if I could use the command without the OpenScreen or OpenWindowedScren being called first

In the meantime I'll just try to do a quick hack for testing purposes ...