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  KeyListener problems  (Read 394 times)
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Online Agro
« Posted 2013-03-14 18:13:02 »

Well, my KeyListener works, but I think its a bit odd how it does work. I just checked, and whenever I press a key, the keyPressed() method is called once, waits a bit, and then it continuously gets called. I know this is normal.

But, I just checked, and as keyPressed is called continuously, keyReleased is called contiuously too. It looks something like this:

keyPressed
--wait for a second--
keyPressed
keyReleased
keyPressed
keyReleased
---

Is that normal that keyReleased is being called? Sometimes, it comes up with problems, like if I am travelling down right in my game, a keyPressed event is skipped, so it no longer travels in a diagonal direction, either down or right. However, this happens randomly.

It only lasts for a very little time, but its very noticeable. Any tips on how to fix this? I think it might have something to do with me being on Ubuntu, and I'm on OpenJDK.

Offline cylab

JGO Knight


Medals: 31



« Reply #1 - Posted 2013-03-14 18:28:34 »

Unfortunately that is the key-repeat from the OS, so nothing java can do about :/ Afaik, the only way to overcome this issue is to use a lib with native bindings like JInput.

Mathias - I Know What [you] Did Last Summer!
Online Agro
« Reply #2 - Posted 2013-03-14 18:45:32 »

huh, I guess I'll do that.

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Offline relminator

Senior Member


Medals: 7
Projects: 1



« Reply #3 - Posted 2013-03-14 23:49:20 »

You could try  key polling like what I did here:

net.phatcode.rel.utils/Keyboard class

http://rel.phatcode.net/junk.php?id=138
Online Agro
« Reply #4 - Posted 2013-03-15 00:30:56 »

I'll try that, but it still will have the same problem. keyPressed and keyReleased are constantly called(one after eachother), and sometimes the keyPressed event misses a few calls, and the net effect is that the key is released.

I'll see though, and update you if it works Smiley

Offline relminator

Senior Member


Medals: 7
Projects: 1



« Reply #5 - Posted 2013-03-15 00:42:07 »

I'll try that, but it still will have the same problem. keyPressed and keyReleased are constantly called(one after eachother), and sometimes the keyPressed event misses a few calls, and the net effect is that the key is released.

I'll see though, and update you if it works Smiley

Same problem I had with the callback mechanism of keylisteners.  That's why I poll my input.  It's easier to use too.
Online Agro
« Reply #6 - Posted 2013-03-15 05:39:53 »

Alright, I'm adding it in right now. Also, wouldn't it be better if you just got an array for having the keyPress array? Isn't it pointless to have a keysReleased array since keyPress and keyRelease both have opposite values(true and false), so you can just call !keysPressed[KEY] to get if it is released?

Offline relminator

Senior Member


Medals: 7
Projects: 1



« Reply #7 - Posted 2013-03-15 05:46:22 »

You could try that but it won't work with just one array. Hence the scanKeys() method.

Online Agro
« Reply #8 - Posted 2013-03-15 19:06:31 »

Dang, that helped me alot. Not only am I taking the input, I'm replacing my whole frame control logic. Thanks!

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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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