Hello all, I've been writing game code, and have gone adrift with a big problem with keyboard input.
The properties I'm getting through SDL2 contain key up/down, pressed/released, and repeat. I've read either that the pressed/released properties are only set with the key actually physically down, or that a keyboard event will at least have the repeat property set if the key is a repeat. I can't confirm that any of this is true in code. No matter what I do, if I hold down a key I get the first key down + pressed event, a subsequent event flagged as a repeat at the delay threshold (500ms), and then a deluge of *unflagged* key down+pressed / key up+released event pairs for the rate interval that continue repeating well after the key is actually released. I tried using SDL2's GetKeyboardState instead, but this produces identical results. Its the same data as events with a different interface. The documentation I've read for keyboard input with X11 also follows a very similar event-based model, but what I want is a way to check the keyboard and literally only see exactly what the state of the keys at the instant that that call is made, and by-pass any and all other processing entirely, including auto-repeat. Can anyone point me in the right direction?
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