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  [LWJGL] Proper Way to Handle GUI Input.  (Read 369 times)
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Offline KudoDEV

Junior Duke





« Posted 2014-07-09 14:04:06 »

I've been working on a basic all-in-one 2D game library using LWJGL.
 
The UI that I created works fine just sometimes events are lost, or something.

I am currently polling the input for the UI and if a UI object returns true it breaks the loop through in my listener.

Is polling the best way to do this?
How else can I do this?

Lets make this a discussion!
Offline trollwarrior1
« Reply #1 - Posted 2014-07-09 14:11:44 »

If events are lost in the UI 'sometimes', the UI is not working properly.
Offline KudoDEV

Junior Duke





« Reply #2 - Posted 2014-07-09 14:12:58 »

So polling is the proper way?
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Offline Riven
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« Reply #3 - Posted 2014-07-09 14:14:32 »

Polling is prone to lose events. Use the event based API.

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Offline KudoDEV

Junior Duke





« Reply #4 - Posted 2014-07-09 14:20:34 »

Can you link or show me a quick example? The only 2 ways that I know of handling events is every update to loop through all the handlers in my UI in zorder and break the loop on a hit. Or using something like Keyboard.isKeyDown(). But how would I use the latter for, say a textbox without having to write out all possible keys?
Offline trollwarrior1
« Reply #5 - Posted 2014-07-09 14:22:05 »

LWJGL has event methods built in Keyboard class.
Offline KudoDEV

Junior Duke





« Reply #6 - Posted 2014-07-09 14:27:25 »

Nevermind I had it backwards. I've been doing event-driven. But I loop through all events once an update. I'm doing something like this
1  
2  
3  
while(Keyboard.next()) {
    forward to listeners
}
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