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#41
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Quote:
10,100...1000...up to trigger_key_event(iEvent,iValue) is the same code, no extra lines needed. The only part that could become "heavy" is this one: Code:
const int AC_SWITCH = 70000;
void FSAPI EventHandler(ID32 event, UINT32 evdata, PVOID userdata)
{
switch(event)
{
case AC_SWITCH:
etc
In any case, the bad idea would be so many switches,lights and knobs and not the code to handle them ![]() Tom |
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#42
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Correct me if I'm wrong... but don't Lvars get 'broadcast' during multiplayer mode?
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#43
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Quote:
For what I had tested during my Etendard project, L:vars are not shared between multiplayers but L:vars are shared between shared cockpit players... Times ago, there was a thread speaking about gauge flooding, and many interesting things were said about that... I didn't find out the link... I found also this thread that says that Custom Event can be fired with an (>K:XXXXX) call: [FSXA] Custom EventIDs - Questions! I didn't have time to try it but I will soon... Regards, Sylvain |
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#44
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)However, in a C++ gaugeset scenario, only those LVars used within the model would be broadcasted and hypotetically received by nobody, so I can't see a big tradeoff here. Quote:
Tom |
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#45
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And with 100+ switches....Thats why we need a alternative to using L vars for Right/Left clicks.
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#46
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There is one other option....use unused FSX key events like the G1000 or the GPS key events to trigger custom events.
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#47
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Quote:
I agree with you it's very frustrating to not being able to use (>K:xxxxx) call with custom event. But I don't understand why you want left/right click for switch? Most of switch are 2 positions switch for which a single click is needed : a toggle behaviour...so custom event can be easily used. Last I never noticed any issue with the use of Lvars in a vc whatever the mode used (single, mp, or sc): most of the Etendard vc animations are based on Lvars without any significant loss of fps... To my own point of view, Lvars are shared only in shared cockpit.. R. Sylvain |
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#48
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We are talking about knobs and multi position switches here. Thats where the left/right click comes in. And having too many L vars will clog up a shared pit. Thats what we are attempting to prevent here....
Update: I just thought of a another option. If you are using L vars for the animation of the knob/switch maybe one can send a value outside of the animation range and have it get reset by the key event in the gauge. Unless it makes the knob jump around that is.... Last edited by Naruto-kun; 22 Mar 2012 at 05:02. |
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#49
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Quote:
IOW, every mouse action would set a triggered flag, the evaluation would run, custom key_event sent, L:var updated and finally the triggered flag reset. -OR- Alternatively, how about multiplexing a couple of unused SET type tokens and their associated variables?
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
Last edited by n4gix; 22 Mar 2012 at 18:46. |
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