From: Kevin M. <ke...@vr...> - 2002-01-25 21:01:15
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how is it "piss poor"? I guess I don't know what sticky key means. As I remember you can configure GLUT to have an event triggered for KEY_DOWN, and one for KEY_UP. -or- you can configure it for the normal crappy windows (might be default) way where you hold donw the key, and it repeats (dending lots of events)... anyway, check out the glutKeyboardFunc and glutKeyboardUpFunc. one is for down events, and one is for up events. in GLUT 3.7 it handles the edge triggering as I mentioned before. It really isn't bad. The callback being called for each individual key is reasonable since I'm not even sure the hardware can detect multiple hits at once (it's serial right?)... I would use the two keyboard funcs as collectors. then in your draw loop act on what buttons are pressed (by polling the data collected every frame)... this has worked very well for me in the past, much better than piss-poor IMHO... Kevin On Fri, 25 Jan 2002, Andres Reinot wrote: > I have noticed, that the keyboard input in GLUT is piss-poor. It only catches one key at a time, and has that sticky-key thing that windows and text editors like to do. Is there a way to fix this, or is there a better input handler we could be using? > > p.s. I'll try not to flood so much I guess, a message board would solve this nicely. Until you get the sf.net one going, everyone's welcome to use mine: http://www.reinot.com/ should have a link to it on the main page (the link itself is a CGI mess) > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |