Thanks. I'll keep that in mind.I'm definitely looking for a more
effective way to handle this as I've never quite got the hang of
DirectInput's keyboard handling. I've found SDL much more easy to do
what I want to do as its much more self-explanitory and simple.
On 4/29/11, Philip Bennefall <phi...@blastbay.com> wrote:
> Hi Thomas,
> I am not part of the USA Games mailing list so didn't see that message, I
> only saw this request for suggestions and figured I'd throw my own in with
> the rest. Smile.
> Of course I don't know how your code is structured so my comments may be
> completely off, but it is actually very simple to put a key pressed function
> into place on top of key down. You just have a separate array with all keys,
> where each array entry corresponds to a state of the key. In my
> implementation 0 means not down before, 1 means just pushed down and 2 means
> already down. So when key_pressed is called in BGT, for instance, it simply
> calls key_down and updates the state in the second array accordingly. Again,
> of course I have no clue how your code is structure so if this suggestion
> still would require major rewriting, just ignore it and change the keyboard
> layout based on what you feel is best and what other people on the list may
> Kind regards,
> Philip Bennefall
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