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input delay

2 posts in this topic

Currently my program uses DirectInput to handle input from the user. There is problem with this, when I press a button object rotates by 1.0f then there is a delay of around half or 1 second and then if button is held down object constantly updates it's rotation which is intended.


This occures even with SDL input. How can I prevent this delay (which is very noticable), and make the input response instantaneous?


my code looks like this



// while the user hasn't quit
    while(quit == false)
		// render scene

        // while there's an event to handle

            // if the user has clicked 'X' on the window
            if(event.type == SDL_QUIT)
                // quit the program
                quit = true;

		SDL_GL_SwapWindow(MainWin); // update window




void CheckInput()

	DIMouse->GetDeviceState(sizeof(DIMOUSESTATE), &mouseCurrState);

		RotationAngle += 1.0f;

		RotationAngle -= 1.0f;




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This is intentional. It's called 'key repeat', and the timing is customizable in Windows. (Control Panel -> Keyboard -> Repeat delay and Control Panel -> Keyboard -> Repeat rate)


But, your primary problem is that you are only updating the rotation when you receive an event. You need to update every frame, whether you get any events or not.

So keep your CheckInput() inside the SDL event loop, and recognize that your code in CheckInput() is only updating the known state of the keyboard.

Move your rotation code to outside of the event loop (since the event loop is only triggered when you get events), and rotate in response to the keyboard state (which is updated whenever you get an event).


Separate your "Update game" code from your "Respond to input" code, and it'll work fine. Updating needs to happen continuously.


Your code flow should (in general) look like this:

  • While(more events)
            Respond to events
  • Update player/enemies/world/graphic-animations/physics/etc...
  • Draw game
  • Draw GUI
Edited by Servant of the Lord

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