Re: [gtk-list] Re: Game development - keystroke detection question.
- From: Eric Harlow <linuxgeek yahoo com>
- To: gtk-list redhat com
- Subject: Re: [gtk-list] Re: Game development - keystroke detection question.
- Date: Mon, 16 Nov 1998 07:43:44 -0800 (PST)
I was hoping not to read the keyboard mapping directly from the port
(ack!) but rather from a higher level that would be more portable -
say if my linux gtk game was recompiled on a sun or *snicker* a
windows CE machine - assuming gtk gets ported to it.
-Eric
---laur Ivan <laur.ivan@ul.ie> wrote:
>
> On Sun, 15 Nov 1998, Eric Harlow wrote:
>
>
> the usual approach is to read the keyboard directly from the port
> (0x60 i think). but you can see lots of (DOS) sources @
> ftp://teeri.oulu.fi/pub/msdos. or if you really like digging in the
> sources, have a look @ the doom/quake stuff :). you might find
soemthing
> interesting for xquake for example ;)
>
> Laur
> >
> > Ok, so I started the game after getting many good ideas and I'm
quite
> > far along except that I don't like the key_press_event and the
> > key_release_event. I haven't looked into it, but I'm still
working on
> > the graphics and wondered if anyone can help me with this - or point
> > me somewhere.
> >
> > Few problems are:
> >
> > Holding down 1 key and pressing another results in the second key
> > being repeated. No indication that the first key is being pressed.
> > This is bad when you're fleeing a group of bad guys (full thrust
key)
> > while firing (missile key). Is there a way to get a list of the
keys
> > currently pressed?
> >
> > This would also fix the problem with the shift/ctrl keys where they
> > send a "key_press_event" but don't send a "key_release_event".
> >
> > This is for GTK 1.0 series. Help and pointers appreciated.
> >
>
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