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stenton13

keyboard input

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I''d like to know a method of detecting if a player has a key held down (and which key), without having to download and use the directx api, for direct input. Is there a simpler way to do it in c++/openGL ? The reason I ask is that currently to when the player presses and holds a key down to move a sprite, it moves once then pauses for a second before continuing to move. I beleive that this is a feature carried over from windows.....but its obviously not much good for my game... cheers.

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That''s weird, why don''t you have a look at nehe''s site and look at the blending tutorial (10 or 12 or something like that). It uses a cube and then accelerates while you press the up-key. Otherwise you can always use glut, that works.

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Keyboard input has nothing to do with OpenGL whatsoever, as it''s just a graphics library.

There is loads of info about DirectInput in MSDN and on the web so that should be able to sort the problem out.

- Pete

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u can disable key repeats in glut (if youre using glut that is)
sdl handles input (including joysticks) on various platforms

http://uk.geocities.com/sloppyturds/gotterdammerung.html

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whats the differnce between GetAsyncKeyState and GetKeyState? i have never heard of the async one. just wondering

Edited by - prod on February 22, 2002 5:59:22 PM

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If you want DirectX 8 SKD and dont want to download 150 Mb the go here:
http://therabbithole.redback.inficad.com/tricks/downloads/directx8.zip

(4042 Kb)

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Hi!
I read in Nehe Tuts that we can use keyboard in a few ways:
-Using the message received WM_KEY..
-Using DirectInput (he says that it''s the best in games)

I tried both, and i don''t know why using DirectInput is better..
Because both of them work very well.
If someone can tell me the difference

Bye!

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