Why doesn't GLFW call callback function when key gets released? It should.
Many characters require more than one key to generate. Which of them should
generate the release event?
Well maybe it should have one level of indirection… so the callback notifies
for the 'highlevel' keys as shift + a = A and sends the release for the A
then. And for the lower level either only shift or shift and a. The missing
release callback just makes those callbacks a bit trickier to use. I got my
ways to fix that, but it still would be nice to have it as default
If you want notifications about key presses, use the key callback. The char
callback is for text input.
What would you use release notifications for characters for?
yeah.. but im talking about key releases. those 2 callbacks should also notify
when key gets released, based on their notifying mechanism on key presses.
sry didnt notice your last reply. id use release notifications to set the
state of my internal keys to release, not pressed.
The key callback does report key releases. If it doesn't then that's a bug.
The char callback doesn't report release events because I consider that to be
a broken concept. In that spirit, GLFW 3 does not have an action parameter for
the char callback.
oh i see now. Indeed that is better way to deal with char callback. I remember
key event having some problems with key releases, dont know if it was due to
something else in my project. Gotta change the key input to keyevent then :p
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