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Handle input pressure in the input controller

Open jerthz opened this issue 4 years ago • 2 comments

Describe the feature

When retrieving if an input is pressed, it would be interesting to be able to also retrieve a gauge that represents how long it has been pressed.

Why do you need this feature ?

It's usefull to handle acceleration and conditional actions depending on the pressure type

jerthz avatar Feb 22 '22 12:02 jerthz

Do you think this feature is game specific, and can be implemented in the actual game itself when required using the KeyPressed and KeyReleased events and measuring the time passed between the 2 events

Yash-Punia avatar Oct 07 '22 18:10 Yash-Punia

I was initially thinking of exposing this feature through the input controller but yes it's maybe game specific

I think the way to go for this would be to create a new example to implement how to create this feature (just an empty window and log the current input pressure would do the job)

If in the future it's something that the engine could expose it would be easy to take the example and put it in the engine.

jerthz avatar Oct 08 '22 08:10 jerthz