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best way to handle multiple keypresses
Neil Walker
Member #210
April 2000
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I ripped some code from one of the examples, but it only works when you have one key pressed at a time, i.e.

 if (event.type == ALLEGRO_EVENT_KEY_CHAR) 
    {
            if (event.keyboard.keycode == ALLEGRO_KEY_ESCAPE)
                break;
            if (event.keyboard.keycode==ALLEGRO_KEY_LEFT)
                mapxoff-=MAPINCREMENT;
            if (event.keyboard.keycode==ALLEGRO_KEY_RIGHT)
                mapxoff+=MAPINCREMENT;
            if (event.keyboard.keycode==ALLEGRO_KEY_UP)
                mapyoff-=MAPINCREMENT;
            if (event.keyboard.keycode==ALLEGRO_KEY_DOWN)
                mapyoff+=MAPINCREMENT;
        }

What's the A5 route, do you use another event or is there a global key array, etc? and what's the difference between EVENT_KEY_CHAR and KEY_UP/KEY_DOWN

Thanks.

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

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Edgar Reynaldo
Major Reynaldo
May 2007
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Neil Walker
Member #210
April 2000
avatar

But those bypass events?

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

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Thomas Fjellstrom
Member #476
June 2000
avatar

Just store your own key[] array. Then the keyboard events just fill in the key array, and your logic code accesses the key[] array instead.

append: Of course you should be using the KEY_PRESS/RELEASE events instead as well.

--
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"If you can't think of a better solution, don't try to make a better solution." -- weapon_S
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Audric
Member #907
January 2001

ALLEGRO_EVENT_KEY_CHAR is pretty much the same as using the keypressed() / readkey() interface from Allegro 4.
It automatically gets the behavior of keyboard repetition rate, so it's pretty handy behavior for applications that are like game editors.

These events are also the only good ones to get real text input: For example on French-located Windows I press:
^ key:
one ALLEGRO_EVENT_KEY_DOWN
no ALLEGRO_EVENT_KEY_CHAR
then 'a' key:
one ALLEGRO_EVENT_KEY_DOWN : key 'a'
one ALLEGRO_EVENT_KEY_CHAR : character 'â'

Matthew Leverton
Supreme Loser
January 1999
avatar

and what's the difference between EVENT_KEY_CHAR and KEY_UP/KEY_DOWN

KEY_CHAR essentially means you can look at the unichar field.

KEY_UP/KEY_DOWN represent physical key presses.

One KEY_DOWN could translate to multiple KEY_CHARs. e.g., Maybe you have a macro set up such that F1 generates the keys f,o,o.

Or multiple KEY_DOWNs could translate to a single KEY_CHAR. e.g., maybe pressing 'e (two KEY_DOWNs) gives a single KEY_CHAR é.

Arthur Kalliokoski
Second in Command
February 2005
avatar

Does it handle PAUSE/BREAK?

They all watch too much MSNBC... they get ideas.

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Just store your own key[] array. Then the keyboard events just fill in the key array, and your logic code accesses the key[] array instead.

Shouldn't this have the same results as if you used al_get_keyboard_state? Why do it yourself when Allegro 5 supposedly does it for you?

Matthew Leverton
Supreme Loser
January 1999
avatar

The benefit of doing it yourself is that you are guaranteed to never miss a state change.

If you use the Allegro state, then you may miss something if you don't check often enough. Even if you check the Allegro state when you receive a KEY_DOWN event, there's no guarantee that it is in sync with the event.

Neil Walker
Member #210
April 2000
avatar

It works a treat. Thanks.

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

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