Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Quantum

DInput: detecting when a key is pressed

This topic is 6444 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 know how to detect if a key is down using directinput, but i''m having trouble detecting when its pressed i want to be able to call a function that will tell me if it has been pressed this frame.. so i can hold it down and it wont repeat im doing this, but it doesn''t seem to be working
    

//.. Get the state of the keyboard and store it in Keys ..


//Set the LastKey to on, if it was previously off and is on this frame
//Set it to off if it was previously on and it is off this frame

for(int i = 0; i < sizeof(Keys); i++)
{
	if((Keys<i> & 0x80) && (!(LastKey[i] & 0x80)))
		LastKey[i] = 1;

	else if((!(Keys[i] & 0x80)) && (LastKey[i] & 0x80))
		LastKey[i] = 0;			
}
    
its probably something stupid.. but i want to get this working can somebody help?

Share this post


Link to post
Share on other sites
Advertisement
I think that would work if it didn't get called so often. Basically waht I suspect happens is that you press a key and the next time your loop runs it tags it as pressed. The second time around the chances are you probably still holding the key down so

    
Keys<i> & 0x80


will be true again. This causes the input to toggle between true and false for as long as you hold the key down.

I suggest that you take a look at buffered input. It should solve all your problems since that records key presses rather than key states.

Regards,
Ralph Potter
ralph.potter@digital-magi.com, http://www.digital-magi.com



Edited by - digital-magi on October 30, 2000 8:34:50 AM

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!