Advanced Input Control

I may just have stumbled across the solution to a problem that I’ve wanted to solve in Omega Core since the beginning. Some early test code indicates that what I thought was previously impossible may now be possible. Mainly, the ability to intercept DirectInput in Reloaded and modify, block, or re-map input events on a very selective basis. If the test code can be extended to work with the “key” DirectInput function, it would be possible for me to create a full GUI interface with an independent mouse cursor.

That would make it possible to have an inventory window pop up that is clickable, or clicking on a quick slot bar, dragging GUI windows, etc. Re-mapping keys is another possibility so that you could, for example, change the F key for flashlight to the T key for torch if you wanted to. And I could prevent normal player input from occurring at all, but substitute alternate input. While Omega Core can block input across the board right now, this also prevents even Omega Core itself from processing any input. This new technique would open up input from Omega Core while preventing normal input.

This type of input manipulation is also crucial for an eventual 3rd person controller. But until TGC fixes the issue with Physics On/Gravity Off, we’ll still be unable to make a 3rd person controller.

I’m going to work on this new technique some time tonight and hopefully will have good news to report soon. This would definitely be a feature going into 1.07 if it works.


I am a born again Christian and a servant of our Lord Jesus Christ. I'm happily married to my wife, Michelle, and I have 2 beautiful daughters named Sarah and Grace. I am a programmer, filmmaker, and video game maker.

Posted in News
2 comments on “Advanced Input Control
  1. magiqueprod says:

    Unfortunately, this solution doesn’t appear to be viable. Although I was able to hijack the creation of the direct input device, it cannot be done early enough to intercept the engine’s use of it. I’ll keep looking for a solution, but this one may just have to wait for an engine change.

  2. magiqueprod says:

    Inspiration has once again struck and I might have a simple solution to some of the input problem. Initial tests look promising. If successful, this will allow me to have a custom GUI cursor for clicking on GUI elements while preventing the player from looking around the environment in response to the mouse movement. Saying a prayer.

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