RE: [GD-Windows] Input thread
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From: Andrew G. <ag...@cl...> - 2003-06-06 05:27:00
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That's the easiest solution? Dude you really need to give DInput a shot sometime :) > -----Original Message----- > From: Pierre Terdiman [mailto:p.t...@wa...] > Sent: 05 June 2003 14:25 > To: gam...@li... > Subject: Re: [GD-Windows] Input thread > > > Ok, I just rewrote it using vanilla Windows messages and it > seems to work well indeed. > > I think I found my former bug : > > - The GetAsyncKeyState() version is testing mouse buttons as well. > - To get back to Windows messages, I first record inputs in > the event proc (keys, mouse messages like WM_LBUTTONDOWN, etc). > - Then when the character / scene gets updated, I fire all > recorded events at the state machine and let it do its job. > > When I did that, it mostly worked but some combos were a lot > more difficult to make. Which is probably why I discarded Win > events at first. > > But Win events had nothing wrong, I just forgot to -also- > record double-click messages (WM_LBUTTONDBLCLK, etc) as if > they were normal clicks. Which makes the difference when a > particular combo requires rapid clicking... > > > Anyway, short story : it seems to work with standard Win > events so far, which is the easiest solution I could have > wanted, so everything's fine. [Until next bug pops up] > > Thanks for the help. > > - Pierre > |