Not really a bug, just an annoyance on my part. The inability to hold the backspace key down and have the text removed just gets to me.
Issue 1:
Your in the middle of a game, you start to type something, then, someone else got there 1st. You are then forced to vigorously press the backspace key for each character on screen before you can move.
Issue 2:
Your at the login screen, you type your password wrong, you need to press backspace for each character in the box.
So instead of giving just feedback, i decided to take 5-10 minutes out of my day to try and help PGi.
A class function would be "better", but, this is what I came up with for now:
//------------------------- // Global Variables short KeyTimerTarget = 60; //initial delay before running the faster loop // Global Data, define ready short KeyTimer = KeyTimerTarget; short KeyTrigger = 0; //------------------------- bool Input_BackSpace() { bool b; if(iKeyDown(DIK_BACKSPACE)) { b = false; if(KeyTrigger == 2) //Check if Key has been held down for 2 passes { if(KeyTimer == 5) //Run a faster loop { b = true; KeyTimer = 0; } else { KeyTimer++; } } else //Run the initial loop { if(KeyTimer == KeyTimerTarget) { b = true; KeyTrigger++; KeyTimer = 0; } else { KeyTimer++; } } } else { KeyTimer = KeyTimerTarget; KeyTrigger = 0; } return b; }
edit: [ code ] [ / code] messes up the alignment.
And to use this in any of your script files:
extern bool Input_Backspace(); if(Input_BackSpace()) { //remove a character/string from the current }
Would make me a very happy man (sad i know, but it really bugs me that much lol)
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Edited by l4Dl, 17 April 2013 - 09:55 AM.