Fulltext results:
- bindings_1.8.6_and_1.9_betas @guide
- ent behavior.}} [[doomsday]] uses the concept of event bindings to allow player input controls to be configured ... n those latter in this article. ====== Creating event bindings ====== Binding events to commands/controls is done through the use of various console commands. Most games t... f the console commands you'll use when setting up event bindings (click the links for information on how to use e
- event_binding @guide
- ====== Event bindings ====== Event bindings map input events to console commands. ===== Syntax ===== #@Identifier_HTML~bindevent~@# [ #@UArg_HTML~context~@# ] #@UArg_HTML~spec~@#
- bindings @guide
- eceived. There are two kinds of bindings: * [[event_binding|Event bindings]] map a specific input event (such as "Control K... xts ===== The bindings subsystem has a stack of binding contexts. Each context contains a set of event and control bindings. The contexts have a fixed p... active contexts in the order shown above. When a binding is found matching the event, it will not be offered to any further contexts. ... e contexts use special "acquire all" modes that prevent events from being offered to any further contexts
- player_controls @devel
- ==== At the lowest level, on engine-side, input events are handled by the bindings responder, and the console commands bound to the events are executed. ===== TODO ===== (for version 1... setting up the controls. * Page for control bindings: something list-based, with multiple columns? Ne... ==== Already done ===== ==== Goal 2 ==== * Bindings saved/restored appropriately when exiting/launch
- 1.9.0-beta5 @version
- which when executing the bind console command on events in bindclass id 0 it would execute on all classes for the given event binding. * Fixed problem of repeat-event binding commands being executed from lower [[bind_class|bind classes]] if no binding for the given event exists in the active bindclass (http://sourceforg... binding issue. Unbinding a control in the "game" binding class resulted in the control bindings of all classes for the given event to be unbound. * Remote commands (after "login
- 1.9.0-beta1...4 @version
- archives. ===== Input/Controllers ===== * [[binding_class]]es: multiple commands can be bound to the same event * ccmd [[enablebindclass]]: Enable/disable/toggle binding classes or view their status * ccmd [[listbindclasses]]: Print a list of available binding classes ===== Map data ===== * [[listmobjs_
- 1.9.7 @version
- nly offering a 32-bit build at this time. * **Bindings.** The input event and player control [[bindings]] system has been enhanced with more flexibility and contextual information. For instance, its now possible to create bindings that apply only in multiplayer or, say, when the... ser configs: **./configs/<gamename>/<profilename>/bindings.cfg** If you wish to continue to use configs cr
- input @script:module
- #@Arg_HTML~Text,command~@# ) Creates an [[guide:event binding]] for the provided event. Whenever the event is received, the specified command will be executed. Returns True or False to indicate successful creation of the binding. Input.bindEvent("key-k-down", 'echo "K was pr
- detailed_list_of_changes_in_doomsday_version_1.9.8 @version
- 87}} * Hexen: disallow warping while dead to prevent zombification. ===== Graphics and resources ===... * Added variable [[:input-sharp]]: all input events are processed only on the "sharp" 35 Hz ticks to... e the game menu. * Deleting the default Return binding of "menuselect" is no longer allowed in the Controls menu. * Changing the binding of the Delete key is not allowed any more in the
- 1.9.0-beta6 @version
- ghlights: * Redesigned, more powerful control bindings subsystem. Axis controls can be bound to player ... rols in the same way as keys. There is a stack of binding contexts that allows using the same key/control f... * There has been numerous changes to the control bindings system. We recommend resetting your old bindings with the following console command: clearbindings; def
- readme_macos @guide:2.0
- n]] resource loading * Flexible input control [[bindings]] system * Built-in [[updater]] for easy upgra... e controllers.** Doomsday comes with a few preset bindings for different gamepads. To use one of the preset... Apply" to erase all your existing game controller bindings and activate the ones in the preset. You can still manually edit the bindings in the game's "Options" menu. **Mouse input se
- readme_windows @guide:2.0
- n]] resource loading * Flexible input control [[bindings]] system * Built-in [[updater]] for easy upgra... e controllers.** Doomsday comes with a few preset bindings for different gamepads. To use one of the preset... Apply" to erase all your existing game controller bindings and activate the ones in the preset. You can still manually edit the bindings in the game's "Options" menu. **Mouse input se
- readme_macos @guide:2.1
- n]] resource loading * Flexible input control [[bindings]] system * Built-in [[updater]] for easy upgra... e controllers.** Doomsday comes with a few preset bindings for different gamepads. To use one of the preset... Apply" to erase all your existing game controller bindings and activate the ones in the preset. You can still manually edit the bindings in the game's "Options" menu. **Mouse input se
- readme_windows @guide:2.1
- n]] resource loading * Flexible input control [[bindings]] system * Built-in [[updater]] for easy upgra... e controllers.** Doomsday comes with a few preset bindings for different gamepads. To use one of the preset... Apply" to erase all your existing game controller bindings and activate the ones in the preset. You can still manually edit the bindings in the game's "Options" menu. **Mouse input se
- readme_windows @guide:2.3
- n]] resource loading * Flexible input control [[bindings]] system * Built-in [[updater]] for easy upgra... e controllers.** Doomsday comes with a few preset bindings for different gamepads. To use one of the preset... Apply" to erase all your existing game controller bindings and activate the ones in the preset. You can still manually edit the bindings in the game's "Options" menu. **Mouse input se