December 13, 201015 yr Thanks Rob, I'll check that out :Big Grin:I'm wondering if when you 'push and hold' the trigger, is the 'push and hold' value always 'true' in a totally unbroken way? Or is 'true' for, say, a second, then it's false for a fraction of second after 'repeat' runs its course, then it goes back to 'true'.I'm curious because what I need is a 'clean' totally uninterrupted, even for a micro second, value for push to hold.Clear as mud?My trigger is ... :( But more seriously: what I do is: I define a private variable as push-and-hold switch; when the event/keystroke/button (that drives this variable) changes value, my variable becomes TRUE; and stays TRUE while the event/keystroke/button changes value again within a timer, that I restart each time that event/keystroke/button changes value. With that timer being be greater than the repetition time of a keyboard keystroke or controller button, if you keep that key/button depressed.Hope we are talking about the same concept of push-and-hold here ....Cheers, Rob
December 15, 201015 yr Microsecond? Only way is through DirectInput message notification. Bottom line you need the delta message along with what you had (isPaused) in your original post. MS has abstracted that level of control away from the FS SDK for some reason.
December 29, 201015 yr Commercial Member In FSX you can use SimConnect function to trap user input (keyboard and joystick) before it reaches simulator, without the need of creating DirectX hooks. The function also supports push and hold feature, as it can trigger different events on button press and release. Michael A2A Simulations
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