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BennettSteele

Win32 disable or get around key repeating (only check if up or down once)

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So im finally done coding the WinMain() stuff, and now i just need to update my key presses. I used to use GLUT with disabled key repeats, but now im using the windows message handler way.. like VK_ ... and i need to know how i can disable key repeats. Is there any way i can stop key-repeating?

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Take a look at what WM_KEYDOWN sends (in lParam). Microsofts site says there is a bit telling if this is a key repeated or not.

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The simple solution is to set a flag. So if 'a' is pressed DOWN, you would set a "down" flag. You could skip and 'a' DOWN events if that flag is on. The flag would not change until you received an 'a' UP message, then you would toggle the flag.

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Hm... i think i know what youre saying... so... like this:


bool Key_Flags[1];
bool A_Key=false;
case 'a'://down
Key_Flags[0]=true;
break;
case 'a'://up
Key_Flags[0]=false;
break;
if(Key_Flags[0])
{
A_Key=true;
}


or... DX im getting... sort of... the idea. some sample code might set my logic straight.

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I read it... and it makes some sense. I cant really think of a way to non-repeatable keys though... like how i have this:


bool A_DOWN=false;
bool move_left=false;
if(KeyDown=='A')
{
A_DOWN=true;
}
else if(KeyUp=='A')
{
A_DOWN=false;
}

move_left=true;


and i wouldnt need to worry about move_left becoming false again since it only would check once if it was up or down. but windows ( DX ) has key repeats... all i need is possibly some sample code to show me how i can turn repeating key-presses work with what i wrote above.

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I got it!


class Key
{
public:
bool Down,Check_For;
unsigned int Key_ID;
};


it doesnt matter what Down is, whenever it is push up or down, it only changes Down to Check_For! i think that works...

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The article and accompanying source code should clearly demonstrate exactly how to handle key-repeat in Win32... unless I'm wildly forgetting what I put in the demo app, which is thoroughly possible :-)

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Ok, so i have everything done and working perfectly. :)

Only problem is: i dont know how to use this with the WinMain aka VK_ values.

Here is what im using: (KeyStats.h)

#include <string>
class Key_Press
{
public:
bool Down,Check_For;
Key_Press()
{
Down=false;Check_For=true;
}
};
class KeyStats
{
public:
Key_Press Win_Keys[256];
Key_Press Let_Keys[126];
bool IsKeyDown(unsigned int Key);
void Press(unsigned int Key);
void Release(unsigned int Key);
std::string KeyName(unsigned int Key);
unsigned int FixKeyUP(unsigned int Key);
unsigned int FixKeyDWN(unsigned int Key);
};
#define KEY_EXCLMTN 256
#define KEY_DQUOTE 257
#define KEY_NUMB 258
#define KEY_DOLLAR 259


At the end, im defining my own key values, like VK_, but for Characters.

Here is the source file: (KeyStats.cpp)

#include "KeyStats.h"
#include "App.h"
extern myApp APP;
bool KeyStats::IsKeyDown(unsigned int Key)
{
if(Key<256)
{
return KeyStats::Win_Keys[Key].Down;
}
else if(Key<349)
{
unsigned int nKey=Key-256;
return KeyStats::Let_Keys[nKey].Down;
}
else
{
return false;
}
}
void KeyStats::Press(unsigned int Key)
{
if(Key<256)
{
if(KeyStats::Win_Keys[Key].Check_For==true)
{
KeyStats::Win_Keys[Key].Down=true;
KeyStats::Win_Keys[Key].Check_For=false;
}
}
else if(Key<349)
{
unsigned int nKey=Key-256;
if(KeyStats::Let_Keys[nKey].Check_For==true)
{
KeyStats::Let_Keys[nKey].Down=true;
KeyStats::Let_Keys[nKey].Check_For=false;
}
}
APP.KeyLog.Write((KeyStats::KeyName(Key)+" Is Down\n").c_str());
}
void KeyStats::Release(unsigned int Key)
{
if(Key<256)
{
if(KeyStats::Win_Keys[Key].Check_For==false)
{
KeyStats::Win_Keys[Key].Down=false;
KeyStats::Win_Keys[Key].Check_For=true;
}
}
else if(Key<349)
{
unsigned int nKey=Key-256;
if(KeyStats::Let_Keys[nKey].Check_For==false)
{
KeyStats::Let_Keys[nKey].Down=false;
KeyStats::Let_Keys[nKey].Check_For=true;
}
}
APP.KeyLog.Write((KeyStats::KeyName(Key)+" Is Up\n").c_str());
}
std::string KeyStats::KeyName(unsigned int Key)
{
std::string Name;
switch(KeyStats::FixKeyUP(Key))
{
case KEY_EXCLMTN :Name="Exclamation";break;
case KEY_DQUOTE :Name="Double Quote";break;
case KEY_NUMB :Name="Number Sign";break;
case KEY_DOLLAR :Name="Dollar Sign";break;
case KEY_PERCENT :Name="Percent sign";break;
default:
{
std::stringstream nRep;nRep<<"Unknown("<<Key<<")";
Name=nRep.str();
}break;
}
return Name;
}
unsigned int KeyStats::FixKeyDWN(unsigned int Key)
{
unsigned int nKey=Key;
if(Key>=256)//one of "our" keys we defined
{
if(Key>=KEY_EXCLMTN && Key<=KEY_OPENPERENT)
{
nKey+=16;
}
else if(Key==KEY_CLOSEPERENT)
{
nKey=KEY_0;
}
else if(Key>=KEY_a && Key<=KEY_z)
{
nKey-=6;
}
nKey-=256+33;
}
return nKey;
}
unsigned int KeyStats::FixKeyUP(unsigned int Key)
{
unsigned int nKey=Key;
if(Key<256)//one of "our" keys we defined
{
if(Key>=(int)'!' && Key<=(int)'(')
{
nKey+=16;
}
else if(Key==(int)')')
{
nKey=(int)'0';
}
else if(Key>=(int)'a' && Key<=(int)'z')
{
nKey-=6;
}
nKey+=256-33;
}
return nKey;
}



This is where i use it:(WindProc.cpp)

//Blah blah blah
case WM_KEYDOWN:
{
APP.Keys.Press(wParam);
}break;
case WM_KEYUP:
{
APP.Keys.Release(wParam);
}break;




How would i be able to use the VK_ keys with my class?

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I'm not sure why you're redefining key codes like that, as it's confusing as heck. I'd do it pretty differently if I were you. It can be a lot simpler. Don't forget to actually, thoroughly read (not just skim) the docs I link to.

Virtual Key Codes:
http://msdn.microsof...1(v=vs.85).aspx

WM_KEYDOWN:
http://msdn.microsof...0(v=vs.85).aspx

Code to give you an idea: (in WndProc)

switch (Msg)
{
case WM_KEYDOWN:
switch (wParam)
{
// '0'-'9' and 'A'-'Z' Virtual Key Codes are the same as ASCII/UTF8 codes
case 'W':
std::cout << "'W' key pressed!\n";
break;
case 'F':
std::cout << "'F' key pressed!\n";
break;
case VK_LEFT:
std::cout << "Left arrow key pressed!\n";
break;
default:
std::cout << "VK value of key press: " << (int)wParam << '\n';
}

// Extract bit 30 of lParam to check if it's a repeat-keypress (read the docs for more info)
if (lParam & 0x40000000)
{
std::cout << "The keypress is a repeat, you should ignore it if you want\n";
}
else
{
std::cout << "The keypress is not a repeat, you probably shouldn't ignore it\n";
}
return 0;
// ...

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