In order to support the fix for the below bug, I propose to change
the "SFG_WindowState::KeyRepeating" variable from a GLboolean to an integer
and store the code number of the repeating key in it. In "freeglut_main.c"
around line 850 we would then check whether the current key has the same
code as the repeating key and, if they do not match, set the
"window->State.KeyRepeating" to -1 to indicate that there is no repeating
key. The test on line 863 would be modified to check for equality with -1
and then the "window->State.KeyRepeating" variable would be set to the
keycode somewhere around line 865, just before the "break" statement.
The Windows code does not use this variable and so no change would
be required there.
Does anybody have any heartburn over this?
John F. Fay
Technical Fellow, Jacobs/Sverdrup TEAS Group
[mailto:freeglut-developer-admin@...] On Behalf Of Marius
Sent: Wednesday, May 10, 2006 5:00 PM
Subject: [Freeglut-developer] Strange behaviour with keyboard callbacks
Recently I have moved my project from GLUT to freeglut, and now I experience
very weird behaviour of keyboard callbacks. For example I move my camera
acording to how long was some key pressed, that means I need to get KeyPress
and KeyRelease events, and this works just fine, but when I start working
with multiple keys, it works only about one secod. For example I press 'a'
and then 'b' without releasing 'a', if time between these two presses are
less than one second, both keys generates KeyPress/Release events, otherwise
the second key wont generate KeyPress event, but when i release it, I get
only KeyRelease event. So where is KeyPress event, and is there anything I
could do about that?
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