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LOCAL Left, Right, Up, Down
GameInput.update()
GameInput.SetPresaure(0) // Analog Presaure is supported on iOS only, include all buttons on that platform.
FOR i=1 to 2
Left=GameInput.LeftStick_Left(i)+GameInput.Left(i); IF Left>1 THEN Left=1
Right=GameInput.LeftStick_Right(i)+GameInput.Right(i); IF Right>1 THEN Right=1
Up=GameInput.LeftStick_Up(i)+GameInput.Up(i); IF Up>1 THEN Up=1
Down=GameInput.LeftStick_Down(i)+GameInput.Down(i); IF Down>1 THEN Down=1
A=GameInput.ActionButton("A", i)
B=GameInput.ActionButton("B", i)
Y=GameInput.ActionButton("Y", i)
X=GameInput.ActionButton("X", i)
NEXT
SHOWSCREEN
_______________________________________
*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.10.037 SN:73686179 - 3D, NET
Wordcount:1408 commands
compiling:
In file included from D:\glbasic\glbasic\gpc_tempg.cpp:2:
D:\glbasic\glbasic\gpc_temp.h: In member function `virtual void __GLBASIC__::GameInputs::dbg() const':
D:\glbasic\glbasic\gpc_temp.h:309: error: ambiguous overload for 'operator+' in 'DGStr(((const char*)"NAMES_Str:")) + ((const __GLBASIC__::GameInputs*)this)->__GLBASIC__::GameInputs::NAMES_Str'
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: candidates are: __GLBASIC__::DGStr __GLBASIC__::operator+(int, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(int64, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(float, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(double, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, int) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, int64) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, float) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, double) <near match>
D:\glbasic\glbasic\gpc_temp.h:310: error: ambiguous overload for 'operator+' in 'DGStr(((const char*)"code_Str:")) + ((const __GLBASIC__::GameInputs*)this)->__GLBASIC__::GameInputs::code_Str'
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: candidates are: __GLBASIC__::DGStr __GLBASIC__::operator+(int, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(int64, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(float, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(double, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, const __GLBASIC__::DGStr&) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, int) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, int64) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, float) <near match>
D:/Programmer/GLBasic_v14/Compiler/platform/Include/glb.h:278: note: __GLBASIC__::DGStr __GLBASIC__::operator+(const __GLBASIC__::DGStr&, double) <near match>
....... (shorted)
template <class T> DGPtr compare_by_foo(T& a, T& b, DGPtr foo)
{
typedef DGPtr(*pcmp)(T&a, T&b);
pcmp cmp;
#pragma warning(disable:4312)
cmp = (pcmp)(DGPtr*)foo;
return (DGPtr)cmp(a,b); // Its crash here with a adresss error.
}
Quote
Hi,
since I'm really stuck with the arm64 compilers for iOS and other issues are left open where I can't find the time to fix them, I want you to know that I changed my mind.
I will release the source code of GLBasics libraries, so you can mess with them as you want. It is a lot of work to get it running on other than my PCs, but I made quite a good progress, already.
I also have to see what license to pick for this. You will also see the GLBasic licensing model and be able to generate license keys - I think there is no way to protect it any longer, but it would be unfair to no longer support GLBasis as I did the last decade and leave you at an dead end.
Feel free to post some ideas that spring to your mind, so I can consider them in this process.
My plan is to release a zip file of all you need. If you make changes, you can email them to me and I can resubstiture them and release new zips every now and then. (With a changelog).
I'm so sorry that the support you were used to is no longer possible in full exceeds. I will tell you about all this later - when I find a bit more time...
~DGArray() {
if (pData) delete[] pData; pData=(T*)NULL;
#ifdef _DEBUG
dim= -787878; mem= -787878; count=-787878; max1=max2=max3=max4=fac2=fac3=fac4= -787878;
#endif
}