I am currently executing a GetAsyncKeyState event handler when the 'c' key is pressed down in C++.
Here is my code:
bool isKeyPressed = false;
void someFuntionOne()
{
if( GetAsyncKeyState( 'C' ) & 0x8000)
{
if(isKeyPressed)
{
isKeyPressed = false;
}
else
{
isKeyPressed = true;
}
}
}
void someFunctionTwo()
{
if(isKeyPressed)
{
// Do something
}
}
So bassically I want to know if the 'C' has been pressed not held down so I use my boolean variable isKeyPressed to tell me if the key was pushed down at any point. If it was pressed, set isKeyPressed to true and if it was pressed again set isKeyPressed to false.
The problem I have with this is I am running a huge OpenGL/C++ program that takes a lot of time to go around and execute the entire program in a single iteration so if the user presses down on the 'C' key, the program may not catch that event in time because it is still executing the rest of the other code and is currently not at the section of the code where it checks if GetAsyncKeyState( 'C' ) & 0x8000.
Is there a better way I can check for this event where the program is always listening for the event to happen at any point of execution time? How can I implement this?
Usually whoever delivers the events to your application will queue them until the application has the chance to process them, i.e. at the end of each main loop iteration. So ideally you would react to the events at that stage. An (ugly) alternative is something like:
bool keyWasPressed = false;
void processKeyEvent() {
if( <C is pressed>) {
keyWasPressed = true;
}
}
void someFunction() {
if(keyWasPressed) {
keyWayPressed = false;
// Do something
}
}
Related
I am trying to make a program where you are allowed to select between an option of shapes, and then drawing it. To allow for multiple shapes I created a vector of a class which creates shapes (Shapes are set up with the chosen function). My problem is the mouse click is too long, so it assigns it to everything in the vector, so you can't create a new shape. Is there a problem in my logic, or is there a problem in the code?
Here is my attempt:
for (auto& it : onCanvas) {
if (Mouse::isButtonPressed(Mouse::Left)) {
if (mousepointer.getGlobalBounds().intersects(circleOption.getGlobalBounds())) {
it.chosen(circles);
}
if (mousepointer.getGlobalBounds().intersects(rectOption.getGlobalBounds())) {
it.chosen(rectangle);
}
if (mousepointer.getGlobalBounds().intersects(triOption.getGlobalBounds())) {
it.chosen(triangles);
}
if (mousepointer.getGlobalBounds().intersects(it.shape.getGlobalBounds()) || it.dragging) {
it.shape.setPosition(mousepointer.getPosition());
it.dragging = true;
}
}
if (!Mouse::isButtonPressed) {
it.dragging = false;
}
win.draw(it.shape);
}
Your source-code is a bit incomplete (what is onCanvas and mousepointer). But I guess the problem is that this snippet is called multiple times while your mouse is clicked. To avoid that you can do two thing.
In the first solution you use events, so you only add shapes when the state of the mousebutton changes (you can additionally listen to the MouseButtonReleased to simulate a full click):
if (event.type == sf::Event::MouseButtonPressed)
{
if (event.mouseButton.button == sf::Mouse::Left)
{
// Hit Detection
}
}
or second solution you remember the last state of the button (probably do the mouse check once outside of the for loop):
bool mouse_was_up = true;
if (mouse_was_up && Mouse::isButtonPressed(Mouse::Left)) {
mouse_was_up = false;
for (auto& it : onCanvas) {
// Hit Detection
}
}
else if (!Mouse::isButtonPressed(Mouse::Left))
mouse_was_up = true;
I would rather stick to the first solution because when your click is too short and your gameloop is in another part of the game logic, you can miss the click.
I'm new to SFML and I have trouble finding a solution to checking if a key is pressed during one frame. The problem I've been facing is the fact that with the Keyboard and Mouse classes, it seems impossible to use a system where one first checks for the current input state before any Update() call of objects and then after all Update() you get a previous input state for the next frame so that one can do the following:
bool Entity::KeyboardCheckPressed(sf::Keyboard::Key aKey)
{
//this part doesn't work
if (KeyboardState->isKeyPressed(aKey) and !PreviousKeyboardState->isKeyPressed(aKey))
{
return true;
}
return false;
}
But this doesn't seem to work with SFML, and other sources tell me that I'm suppose to use the Event class with its type and key.codelike the following example:
bool Entity::KeyboardCheckPressed(sf::Keyboard::Key aKey)
{
if (Event->type == sf::Event::KeyPressed)
{
if (Event->key.code == aKey)
{
return true;
}
}
return false;
}
But this results in the sf::Event::KeyPressed doing the same as KeyboardState->isKeyPressed(aKey), so then I tried the method where you set key repeat to false: window.setKeyRepeatEnabled(false);with no results what so ever. I also found out that the sf::Event::KeyPressed works only as intended inside of this part in the main.cpp:
while (window.pollEvent(event))
{
}
The problem with this is that I want to handle Input inside of my Entity objects' Update()function, and I can't put the whole Update loop inside of the while (window.pollEvent(event)). So here I am, struggling to find a solution. Any help is appreciated.
In general, if you have a thing which you can check the current state of, and you want to check if that state changed between frames, you simply use a variable, declared outside the application loop, to store the previous state, and compare it to the current state.
bool previousState = checkState();
while (true) {
// your main application loop
bool newState = checkState();
if (newState == true && previousState == false) {
doThingy("the thing went from false to true");
} else if (newState == false && previousState == true) {
doThingy("the thing went from true to false");
} else {
doThingy("no change in the thing");
}
// this is done unconditionally every frame
previousState = newState;
}
I'm writing a game in C++ using the Windows API which has a Splash Screen at the start, before gameplay begins, and can be paused.
I store the state of the game in an enum, game_state {PAUSED, PLAYING, SPLASHSCREEN}, and rely on Keyboard input to control the game.
The game was working properly, switching between paused and playing, but when I tried to add a splashscreen to begin the game on, the pause functionality stopped working, and I'm not sure why...
if(Keyboard.GetKey(VK_RETURN) && game_state == SPLASHSCREEN)
{
game_state = PLAYING;
Keyboard.SetKey(VK_RETURN, false);
}
if(Keyboard.GetKey(VK_RETURN))
{
if(game_state == PAUSED)
{
game_state = PLAYING;
}
else
{
game_state = PAUSED;
}
Keyboard.SetKey(VK_RETURN, false);
}
//If Paused, go to Pause Screen
if(game_state == PAUSED)
{
pauseScreen();
}
//If Splash Screen, go to Splash Screen
if(game_state == SPLASHSCREEN)
{
splashScreen();
}
//If not paused, do game processing
if(game_state == PLAYING)
{
gamePlay();
}
GetKey() returns true if the key is held down.
game_state is an enum global containing the current state of the game.
SetKey() sets the specified key as down (true) or up (false)
Oh, and all splashScreen() pauseScreen() and gamePlay() do are display sprites representing each state (at the moment)
SetKey
void Keyboard::SetKey(WPARAM key, bool key_down)
{
if(key_down)
{
m_keys[key] = true;
}
else
{
m_keys[key] = false;
}
}
GetKey
bool Keyboard::GetKey(WPARAM key)
{
if(m_keys[key])
{
m_keys[key] = false;
return true;
}
else
{
return false;
}
}
Remove m_keys[key] = false; from the Keyboard::GetKey method. As it is being set to false in the first check, it prevents the next check from seeing that it was pressed.
Calling GetKey() sets the key as released - since it checks to see if the key is pressed and the state is splashscreen before checking anything else - the key will always be released when checking it again.
Alter GetKey or alter the way the code is written.
My best guess is that your splash screen has the focus and it will take over the message loop, then you don't get the key event. Just a guess, can't really know without seeing the window creation/registration code of your splash and main windows.
OS:: win xp sp3.
Qt:: 4.6
I have class Gameboard in which i have some rectangle.I defined keyPressEvent for that rectangle in order to move him around the screen.Key_A :: rectangle.moveToLeft & Key_D :: rectangle.moveToRight.Problem is that keys work with delay.
When i release one key and press another one it takes some time before that one begin to work.I checked Qt online documentation and now for that effect but dont now how to make those keys to work instantly without delay beetween them?
code snippet:
//in Gameboard class
ship = new QRect(x,y,w,h);
void Gameboard::keyPressEvent(QKeyEvent* event)
{
switch(event->key()) {
case Qt::Key_A :
{
x = x-10;
ship->moveTo(x,y);
break;
}
case Qt::Key_D :
{
x = x+10;
ship->moveTo(x,y);
break;
}
}
}
Put input cursor into any applicable text box and press the 'A' key. What you'll see is once you press the key, letter 'A' will be printed, then there will be a pause, and then first letter 'A' will be quickly followed by many others. That's the way keypress events work. And your program is receiving them exactly like this. First you receive one event when the key is actually pressed, and then after a delay you get a lot of automatically repeated events, in case user wants to enter one character many-many times.
It works perfectly for text input, but in games you usually need smooth movement. If that's the case, you need to move your ship not upon receiving the event, but regularly, for example, on timer event. And you will need to catch both keyPressEvent and keyRelease event and use them to remember what movement keys are currently pressed. So you could for example do this:
struct Ship {
bool is_moving_left, is_moving_right;
QPoint position;
int speed;
...
void timerEvent()
{
if (is_moving_left) position.setX (position.x() - speed);
if (is_moving_right) position.setX (position.x() + speed);
}
...
};
...
void Gameboard::keyPressEvent (OKeyEvent *_event)
{
switch(event->key()) {
case Qt::Key_A :
ship->is_moving_left = true;
break;
case Qt::Key_D :
ship->is_moving_right = true;
break;
}
}
...
void Gameboard::keyReleaseEvent (OKeyEvent *_event)
{
switch(event->key()) {
case Qt::Key_A :
ship->is_moving_left = false;
break;
case Qt::Key_D :
ship->is_moving_right = false;
break;
}
}
Then just make sure Ship::timerEvent() gets called on every timer event in the game.
I would like to call some custom copy code when the user releases Ctrl+C. When C is released before Ctrl, Qt sends a key event that matches with QKeySequence::Copy. When Ctrl is released before C, the release event does not match.
When the key release event comes in with Ctrl, is there a way to see if C is still being held down?
When I don't handle Ctrl being released first, the event gets passed along and it does a regular copy, which is exactly what I don't want to happen.
bool
MyWidget::eventFilter(QObject* object, QEvent* event)
{
// the text edit box filters its events through here
if (object == m_text_edit_box)
{
if (event->type() == QEvent::KeyPress)
{
QKeyEvent *key_event = static_cast<QKeyEvent*>(event);
if (key_event->matches(QKeySequence::Copy))
{
// don't do anything and don't pass along event
return true;
}
}
else if (event->type() == QEvent::KeyRelease)
{
QKeyEvent *key_event = static_cast<QKeyEvent*>(event);
if (key_event->matches(QKeySequence::Copy))
{
// we only get in here if 'c' is released before ctrl
callCustomCopy();
return true;
}
}
}
// pass along event
return false;
}
You could query the letter 'C' and the meta key Ctrl specifically and not rely on key_even->matches(). you can of course in the object where you located the eventfilter on the keydown event store the fact wether the keydown sequence did match copy.
This (untested) might work for you, note that the static variable should be a member variable of the class that this is contained in, this just seemed clearer in the context of this example. The exact logic of what you want to accomplish might need more state information to be carried between events.
bool MyWidget::eventFilter(QObject* object, QEvent* event)
{
// Remember state between events
static foundCopy = false;
// the text edit box filters its events through here
if (object == m_text_edit_box)
{
if (event->type() == QEvent::KeyPress)
{
QKeyEvent *key_event = static_cast<QKeyEvent*>(event);
if (key_event->matches(QKeySequence::Copy))
{
foundCopy = true;
// don't do anything and don't pass along event
return true;
}
else
{
foundCopy = false;
// This is another sequence, ignore and pass event
// Note that this will trigger with ctrl+c+a and others
}
}
else if (event->type() == QEvent::KeyRelease)
{
QKeyEvent *key_event = static_cast<QKeyEvent*>(event);
if (foundCopy)
{
callCustomCopy();
foundCopy = false;
return true;
}
// This should keep the system copy from triggering
if (key_event->matches(QKeySequence::Copy))
{
return true;
}
}
}
// pass along event
return false;
}
Another way would be to collect the actual state of all the keys pressed at the current time and then when one is released see which ones are still pressed.
From a UI point of view please bear in mind that all keyboard actions are performed on press, (e.g. typeing, windows paste), performing actions on release in general might confuse the user, especially when there is a visible result to the action. I can't tell from your example what you are trying to accomplish.