• Advertisement
Sign in to follow this  

WM_CHAR message

This topic is 4843 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm using WM_CHAR message to see what character keys are being pressed but no WM_CHAR messages are ever sent. I need it so i can write stuff in my Game. Anyone know why? case WM_CHAR: switch (wParam) { case 0x08:break;// Process a backspace. case 0x0A:break;// Process a linefeed. case 0x1B:break;// Process an escape. case 0x09:break;// Process a tab. case 0x0D:break;// Process a carriage return. default: // Process displayable characters. COGLWindow::GetSingleton().OnChar(wParam); break; }; break; From the WndProc function Am i missing anything?

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by Tim Cowley
You are remembering to TranslateMessage before dispatching?
Yup, this sounds like a TranslateMessage() issue.

Share this post


Link to post
Share on other sites
Ahh opps i got it working now. But now when i press a key it prints out heaps of that character. How do you do it so that when you do a short press it prints it once and if you hold it down it starts printing heaps. I read on MSDN that lParam has a repeat count or something but i don't know how you suppost to use it.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement