It seemed that this example code make the problem more clear.
The program will never exit if I press 'a' !
I have to stop the program with 'ESC'. It take me about ten seconds to press
'ESC' before the program exited.
> Sparkaround wrote:
> > I have tried repeat_time, but the result is the same. And if w.fullscreen()
> > is called, it is very difficult to stop the program by pressing 'a' or
> > 'ESC'.
>
> Sounds like something about the way the code is written
> is affecting the app's ability to process events, esp.
> if it affects the window's default ESC handler callback.
>
> Since I can't replicate the problem, I can't probe it.
>
> Here's how I might have written the program..
> curious if it makes a difference in the behavior on your system.
>
> The key change I made is /not/ to call the Fl::event_key()
> from within the timer, but from within a handle() method,
> and only in response to when a keyboard down event occurs.
>
> I'd offer that this might be 'more correct', as I normally
> wouldn't do keyboard event processing outside the handle() loop:
>
>
> #include <FL/Fl.H>
> #include <FL/Fl_Widget.H>
> #include <FL/Fl_Double_Window.H>
> #include <FL/fl_draw.H>
>
> #define DELAY 0.001
>
> class Test_Draw: public Fl_Widget {
> public:
> Test_Draw(int x, int y, int w, int h, char *l=0):Fl_Widget(x,y,w,h,l) {
> }
> void draw() {
> static int d=0;
> d++;
> fl_rectf(x(),y(), (int) d%w(), (int)d%h(), d%255,d%255,d%255);
> }
> int handle(int e) {
> switch (e) {
> case FL_KEYDOWN:
> if ( Fl::event_key('a') ) exit(0);
> break;
> }
> return(Fl_Widget::handle(e));
> }
> };
>
> Test_Draw *t;
> static void update(void *) {
> t->redraw();
> Fl::repeat_timeout(DELAY, update, 0);
> }
>
> int main(int argc, char **argv) {
> Fl_Double_Window w(200,200,Fl::w()/2, Fl::h()/2);
> //Fl_Window w(200,200,Fl::w()/2, Fl::h()/2);
> t = new Test_Draw(0,0,w.w(),w.h());
> w.end();
> w.show(argc, argv);
> Fl::add_timeout(DELAY, update, 0);
> return(Fl::run());
> }
>
>
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