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  [SOLVED] What is the best way to get Keyboard input?  (Read 1830 times)
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Offline Cyrus

Senior Newbie

Lean Mean Programming Machine

« Posted 2008-02-06 12:57:59 »

Hi everybody!

I've started learning about JOGL and stuff, it is now all getting clear and such.
But... i have been using the regular keylistener of the AWT class, for getting keyboard input.

I have now made a cube that can be controlled by W, A, S and D. The cube should rotate when you hit one of the keys.
What is the best way to receive keyboard input, because when i press one of the keys it takes a while before the key 'repeats itself'. (The key repeat speed you have if you press a key to continue to get that key, for examples if you press "A", you get this: AAAAAAAAAAAAAAAA. You notice that between the first A and the rest of the A's there is some kind of pause, and i want to get rid of that pause.

I've read something about keybindings, but i'm left clueless now, cuz i can't find a decent tutorial about keybindings.


*Always driving the Learning Car of Programming*
Offline cylab

JGO Kernel

Medals: 173

« Reply #1 - Posted 2008-02-06 13:15:09 »

Just don't use the keyTyped() callback. Create some flags in your class:
bool left;
bool right;
bool up;
bool down;

Check the keycode of the event in the keyPressed() callback and set the desired flag to true and to false in keyReleased(). In your display method you can then adust the rotation according to the flags.

Mathias - I Know What [you] Did Last Summer!
Offline Cyrus

Senior Newbie

Lean Mean Programming Machine

« Reply #2 - Posted 2008-02-06 16:34:53 »

tyvm Cheesy,

your reply has giving me some inspiration. I should integrate the controls in the display function of OpenGL and use the keyPress to active booleans in the display to simulate walking. (Wow that is a hard sentence)

but anyway, thanks, it's working now

*Always driving the Learning Car of Programming*
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Offline Eli Delventhal

JGO Kernel

Medals: 42
Projects: 11
Exp: 10 years

Game Engineer

« Reply #3 - Posted 2008-02-08 05:25:31 »

Alternatively, just make a list of keysPressed. Then in every keyPressed(), add the pressed key to the list, and every keyRelease(), remove that key from the list. Then during every game loop cycle through all keys in your list. This way you can also press multiple keys at one time.

See my work:
OTC Software
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