ESC key for back to main interface - c++

I have a problem with using the ESC key for back action. At the same time I want to receive user input too, but if the user wants to go back, they just press ESC key to go back. I tried to use while... getch(), but the problem is if I press backspace, the character that the user enters is not deleted.
Here is my code frame I made:
int main(){
do{
/* here I make my main interface */
if (choice == "1"){
/* here I wan to make [ESC] key for back to main interface
Press only one time then back and the same time can input
data */
}
...
else if (choice == "X" || choice == "x"){
flag = false
}
else{
wrongchoice();
}
}while(flag = true)
}

Related

SDL_KEYDOWN triggering twice

I am following lazy foo's tutorial, however I realized every time I press press s or p, SDL_KEYDOWNtriggers twice. How can this be fixed?
Here is the code snippet:
while(SDL_PollEvent(&e) != 0) {
if(e.type == SDL_QUIT) {
quit = true;
}
else if(e.type == SDL_KEYDOWN) {
if(e.key.keysym.sym == SDLK_s) {
if(timer.isStarted()) {
timer.stop();
printf("stop\n");
}
else {
timer.start();
printf("start\n");
}
}
else if(e.key.keysym.sym == SDLK_p) {
if(timer.isPaused()) {
timer.unpause();
printf("unpause\n");
}
else {
timer.pause();
printf("pause\n");
}
}
}
}
Pressing s once:
start
stop
TL;DR: Check if e.key.repeat equals to 0 before handling the events.
SDL generates fake repeated keypresses if you hold a key long enough. This is used mostly for text input.
The original key press has .repeat == 0, and fake presses have .repeat == 1.
For convenience reasons probably (I'd argue that it's rather inconvenient), since SDL 2.0.5 the actual key press generates two events instead of one. One has .repeat set to 0, and other (new) one has it set to 1.

How to check if a key sequence is press?

I would like to check if a key sequence is press. Like a password, i would like that to see the message box you must type "bcqwl" in right sequenze. I tried
#include <iostream>
#include <windows.h>
using namespace std;
int main()
{
while(true)
{
if(GetKeyState('B') & 0x8000)
{
cout<<"b has been press"<<endl;
if(GetKeyState('C') & 0x8000)
{
cout<<"c has been press"<<endl;
if(GetKeyState('Q') & 0x8000)
{
cout<<"Q has been press"<<endl;
if(GetKeyState('W') & 0x8000)
{
cout<<"W has been press"<<endl;
if(GetKeyState('L') & 0x8000)
{
MessageBox(NULL,"YES","YES",MB_OK);
}
else
{
continue;
}
}
else
{
continue;
}
}
else
{
continue;
}
}
else
{
continue;
}
}
else
{
continue;
}
}
}
But it doesn't works. He print "B has been press" ,many times but not infinitely times,if b is pressed. If after to press b I press c nothing happens.
So i tired:
step:
if(GetKeyState('B') & 0x8000)
{
cout<<"B has been press"<<endl;
goto step1;
}
else
{
goto step;
}
step1:
if(GetKeyState('C') & 0x8000)
{
MessageBox(NULL,"WORK","yes",MB_OK);
}
else
{
goto step;
}
But doesn't work.
I also tired:
#include <iostream>
#include <windows.h>
int main()
{
int progress = 0;
while(progress<=4)
{
if(GetKeyState('B') & 0x8000)
{
std::cout<<"b has been press"<<std::endl;
progress=1;
}
else
{
progress=0;
}
if(progress==1)
{
if(GetKeyState('C') & 0x8000)
{
std::cout<<"c has been press"<<std::endl;
progress=2;
}
else
{
progress=0;
}
}
if(progress==2)
{
if(GetKeyState('Q') & 0x8000)
{
std::cout<<"q has been press"<<std::endl;
progress=3;
}
else
{
progress=0;
}
}
if(progress==3)
{
if(GetKeyState('W') & 0x8000)
{
std::cout<<"w has been press"<<std::endl;
progress=4;
}
else
{
progress=0;
}
}
if(progress==4)
{
if(GetKeyState('L') & 0x8000)
{
std::cout<<"l has been press"<<std::endl;
progress=5;
}
else
{
progress=0;
}
}
}
return 0;
}
But that output "b has been press" for many times but not infinitely if i press b, and after if i press c nothing is happening, praticaly after press b and the program go in if(process==1) but if i press c nothing happen
P.S. sorry for my bad english.
The problem you are still having comes from the fact that you are in no way storing the progress in your key sequence.
Let's say your password is stored in a char array (for easier access to the single characters later on):
#define PWD_LEN 6 // bcqwl has a length of 5 characters but you need +1 for the '\0' (terminating character) at the end of your string
// ...
char password[PWD_LEN] = "bcqwl";
In addition you will need a counter:
#define PWD_LEN 5
// ...
char password[PWD_LEN] = "bcqwl";
int progress = 0;
while(true) { ... }
Both need to be stored before and outside the while loop because both store data that you don't want to reset in each iteration step in your loop.
The counter will be used to track the progress of the user towards completing the key sequence your password represents.
Whenever the user presses a key you will need to do the following checks:
Is the key allowed? - if you have a password abc but the user presses y or !, or something other then a, b or c the key is not allowed.
If the key is allowed take the character it represents and check if it's the same as the character in your password at index progress:
if ( key allowed )
{
if (password[progress] == '<your key character here>')
{
++progress;
}
else
{
// Handle incorrect key stroke relative to key sequence
}
}
Now in order to prevent the counter going bananas I would suggest doing all the checking upon key released, which unlike key pressed is a one time event. A key being pressed can also be part of key hold, in which case you will land in the else (from the code snippet above) many times, which might not be such a good idea.
If the key is ok and in terms of sequence it fits your password then you increase the progress so that in the next iteration step you can do the same check with a new released key event and a new index value for accessing your password array.
When your progress reaches the required value indicating that the key sequence is completed and that all the characters your password consists of have been "inserted" you can break the loop.
This is very basic so I hope that the instructions are clear enough for you to implement.
PREVIOUS ANSWER (now obsolete due to change in the question)
Unless other out-of-the-box way is available to do that (I haven't used GetKeyState() or anything else from windows.h) the general practice is to simply store the pressed state of each button (in an array, a struct etc.).
In your loop you can use a simple chain of if statements (but not nested like you do it!) to check which button is pressed during the current iteration step. Whenever a known key (one that you application wants to process) is pressed, you just need to toggle the respective state of that button in your array, struct or whatever other container you use to store this information:
while(true)
{
// Check state of supported buttons
if(GetKeyState('A') & 0x8000)
{
// store change of state of key A
}
if(GetKeyState('B') & 0x8000)
{
// store change of state of key B
}
if (...)
{
// ...
}
}
At the end or beginning of your while's body you can then ask for the state of each button and also make combined queries:
while(true)
{
// Check state of supported buttons
if(GetKeyState('A') & 0x8000)
{
// store change of state of key A
}
if(GetKeyState('B') & 0x8000)
{
// store change of state of key B
}
if (...)
{
// ...
}
// Do something
// Check for states of buttons
// ...
}
For example let's say you are using the following structure to store the key's state:
typedef struct Key
{
char keyCode;
bool pressed;
} Key;
Key keyA;
keyA.pressed = false;
you can simply do
if (keyA.pressed)
{
// Trigger some change that key 'A' controls
}
to check if your specific button is currently pressed and respectively trigger some action.
For key combinations things are not much different. You just need to use simply boolean logic to handle it:
if (keyA.pressed && keyB.pressed)
{
// Both key 'A' and 'B' are pressed - we have a key combo!
}
You can improve the readability of your code by storing all supported buttons in an array and even adding a nice enum to provide easy access to each button:
enum KeyCode
{
A,
B,
...
};
Key keys[n]; //with n being the number of keys you want to support and also the number of elements your enum has
// Access with an improved readability
if (keys[A].pressed && keys[B].pressed)
{
// ...
}
If you can't find any code for GetKeyState() in particular (highly unlikely) you can look at SDL for example.

NCURSES keyboard input while calling sleep

I'm trying to use ncurses to create a game. I set it so that the character moves by arrow key input, but if I hold the arrow key for a while and then let go the character will keep moving for a while before stopping.
These are my initializations:
initscr();
start_color();
cbreak();
noecho();
nodelay(stdscr,TRUE);
keypad(stdscr, TRUE);
This is my main loop:
while(1) {
...
if (key == (char)27) {
break;
}
else if (key == KEY_DOWN) {
key = 0;
player->advance(0, 1);
}
else if (key == KEY_UP) {
key = 0;
player->advance(0, -1);
}
else if (key == KEY_LEFT) {
key = 0;
player->advance(-1, 0);
}
else if (key == KEY_RIGHT) {
key = 0;
player->advance(1, 0);
}
else {
key = getch();
}
std::this_thread::sleep_for(std::chrono::milliseconds {1000/30});
}
I'm using the sleep_for because I noticed that if I use timeout then the framrate changes if I'm pressing a key. Using sleep_for creates a consistent framerate, but input is somehow "sticky" as I explained. I need to fix this somehow. Either get a consistent framrate using timeout, or "un-stick" the input when using sleep_for.
player->advance(int, int) moves the player one step in the specified direction. Direction is specified as change in x and change in y to be applied to the current position.
You could call flushinp after each call on getch, to ignore type-ahead.

Ding sound on pressing Enter

i used to write this code
if(Edit1->Text != "" && Key == VK_RETURN){
Edit1->Text = Edit1->Text.Trim();
Edit2->SetFocus();
}
and it works just fine, till I used C++ builder Xe6. the ding sound come up each time I press Enter button.
any help?
The beep sound is the default behavior on your IDE. Try:
if(Edit1->Text != "" && Key == VK_RETURN){
Key=0;
Edit1->Text = Edit1->Text.Trim();
Edit2->SetFocus();
}
Alternate solution:
How to turn off beeping when pressing ENTER on a single-line EDIT control under Windows CE?

Handling input with GLFW

Here is the definition of my keyboard callback method I'm using to check for user input for a 2D basic game. However I'm having a problem handling certain simultaneous key presses.
For example, If I hold the Right and Up arrows keys, the player moves 45 degrees toward the top right of the screen as it should. Then, while still holding the up and right keys, if I press Space (which fires a projectile), that works as well.
However, if I hold the Left and Down arrow keys, the player moves as it should, but when I press Space, I get no input response, so I can't fire a projectile when moving down and left. All other movement + fire projectile combinations work, just the down and left doesn't... I can't figure out why. Any ideas?
if (key == GLFW_KEY_LEFT)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_LEFT, action);
}
else if (key == GLFW_KEY_RIGHT)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_RIGHT, action);
}
else if (key == GLFW_KEY_UP)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_UP, action);
}
else if (key == GLFW_KEY_DOWN)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_DOWN, action);
}
else if (key == GLFW_KEY_SPACE)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_SPACE, action);
}
else { }
Rollover is the property that allows a keyboard to properly register many key presses at once. Keyboards are wired in rows and columns. Even if the keyboard is not square, the individual keys are in a roughly square matrix of wires connecting their switches. The controller connects one row and then tests to see which of the columns are hit. Some key combinations "shadow" others. The controller can tell when the input is ambiguous and send no keys.
Better keyboard use diodes arranged to avoid the ambiguity and thus support "full rollover", although in practice USB limits you to all the modifiers plus 6 distinct keycodes at once.
Sounds like a crappy keyboard.
You may have to procure a better one.
Or use different key combinations.
The code should be
if (key == GLFW_KEY_LEFT)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_LEFT, action);
}
if (key == GLFW_KEY_RIGHT)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_RIGHT, action);
}
if (key == GLFW_KEY_UP)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_UP, action);
}
if (key == GLFW_KEY_DOWN)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_DOWN, action);
}
if (key == GLFW_KEY_SPACE)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_SPACE, action);
}
The problem is your code just detect 1 key press at a time so when you press left and right at the same time only the if (key == GLFW_KEY_LEFT) is fired