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Orbiter 2010: There is a new Vessel function, SendBufferedKey, which should be used instead of calling clbkConsumeBufferedKey directly.
 
 
 
From http://orbit.m6.net/Forum/default.aspx?g=posts&t=17569
 
From http://orbit.m6.net/Forum/default.aspx?g=posts&t=17569
  
 
We needed a way for a ship (or the Targetting MFD we made) to communicate with turret to tell it to pick up a target, start firing, stop firing, etc. The initial plan was to obtain the vessel pointer, cast it to a Turret, and call a method specifically. However, this has several undesired properties, such as requiring the calling MFD or ship code to include the turret header, etc, and thus isn't very extensible. Additionally, if we attached something other than a Turret (say for a fighter-type craft, where you have a missile directly attached to the ship), the object wouldn't cast nicely to a Turret.
 
We needed a way for a ship (or the Targetting MFD we made) to communicate with turret to tell it to pick up a target, start firing, stop firing, etc. The initial plan was to obtain the vessel pointer, cast it to a Turret, and call a method specifically. However, this has several undesired properties, such as requiring the calling MFD or ship code to include the turret header, etc, and thus isn't very extensible. Additionally, if we attached something other than a Turret (say for a fighter-type craft, where you have a missile directly attached to the ship), the object wouldn't cast nicely to a Turret.
Thus, we needed a function that's part of the normal [[VESSEL]] or [[VESSEL2]] class that we can overload to serve as our messaging function. clbkConsumeBufferedKey works very well for this purpose--it takes as parameters a DWORD, a boolean, and a char*, and returns an int. Normally, the DWORD parameter will not be greater than about 0xDF (the highest OAPI_KEY_xxx constant), and since there's 32 bits in a DWORD, that gives us only about 4.3 billion possible messages we can send to this function that won't be misinterpreted as keyboard input. More concretely:
+
Thus, we needed a function that's part of the normal VESSEL or VESSEL2 class that we can overload to serve as our messaging function. clbkConsumeBufferedKey works very well for this purpose--it takes as parameters a DWORD, a boolean, and a char*, and returns an int. Normally, the DWORD parameter will not be greater than about 0xDF (the highest OAPI_KEY_xxx constant), and since there's 64 bits in a DWORD, that gives us about 18,446,744,073,709,551,000 possible messages we can send to this function that won't be misinterpreted as keyboard input. More concretely:
 
The MFD and the turret both define a constant COMM_SET_TARGET to be some number greater than 0xFF. The MFD asks the user to input the name of the ship to target, obtains the turret's VESSEL pointer, casts it to a VESSEL2*, then calls
 
The MFD and the turret both define a constant COMM_SET_TARGET to be some number greater than 0xFF. The MFD asks the user to input the name of the ship to target, obtains the turret's VESSEL pointer, casts it to a VESSEL2*, then calls
  
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Note that there is still no prefix handled here, but this demonstrates how the "payload" can be used to return a value other than an int to the sending ship.
 
Note that there is still no prefix handled here, but this demonstrates how the "payload" can be used to return a value other than an int to the sending ship.
 
[[Category: Articles]]
 
[[Category: Tutorials]]
 

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