On Jan 4, 2014, at 3:58 PM, Alex Hall wrote:
> //store a keystroke
> NSUInteger key=[event keyCode]+[event modifierFlags];
This isn't safe. The documented device-independent modifier flags are all in
the high 16 bits of a 32-bit value, but there are other flags in the other
bits. At the very
On Jan 4, 2014, at 2:14 PM, Steve Mills wrote:
> On Jan 4, 2014, at 10:13:46, Alex Hall wrote:
>
>> Yes, I can do it, but it seems like there must be a more efficient way than
>> or-ing every combination of those five masks with the modifier flags each
>> keypress contains. I can't be the fi
On 2014 Jan 04, at 11:14, Steve Mills wrote:
> There ya go, 2 shorts make UInt32.
Yes, except unless you’re doing this for fun, I wouldn’t get down to the bit
level because this code, which is somewhat tedious (conversions between Carbon
and Cocoa key codes come to mind), has already been wri
On Jan 4, 2014, at 10:13:46, Alex Hall wrote:
> As I build the map and the rest of the game engine, I'll need to detect and
> match up keystrokes. I want the user to be able to define these if they want
> to, plus I know there has to be a better way to store them than hard-coded in
> a bunch o
Hello list,
I'm happy to say my audio game is now working. The game itself is not written
yet, but the audio menu is doing well - I can navigate it with the arrow keys
and the proper selector is called when I press enter. Thanks again for all your
help thus far.
As I build the map and the rest