Re: [GtkGLExt] First person shooter games - mouse movement
- From: Peter Sivak <petikemail gmail com>
- To: gtkglext-list gnome org
- Subject: Re: [GtkGLExt] First person shooter games - mouse movement
- Date: Wed, 10 Feb 2010 05:48:40 -0800 (PST)
Hello again,
thank you all for your answers, thanks to them I have decided to do the
following:
I will "grab" the mouse pointer and therefore I will not need to reposition
the pointer to the center of the "window", but I will just reposition the
pointer to the center of the "screen".
So it seems, that the "rotation" of a camera with mouse is solved for me,
but there is another problem with "moving" of the camera (forward, backward,
left, right, ...).
Some time ago, when I programmed in Java, I used this technique to "move":
When the application received for example the "UP-key-press" signal, it
subsequently set the flag "shouldMoveForward" to "true" and when it later
received the "UP-key-release" signal, it set the flag back to "false".
And the game loop continuously checked for that flag, and if it was true, it
moves the camera forward, otherwise it did nothing.
So that I would like to use the same technique in "gtkmm". So I just
overrided these functions of my Gtk::DrawingArea:
bool Gtk::Widget::on_key_press_event(GdkEventKey* event)
bool Gtk::Widget::on_key_release_event(GdkEventKey* event)
But the problem is in this: when I for example press the "UP" key and hold
it for 5 seconds, then this sequence of signals is emitted:
press ...<little time waiting>... release press release press
release press release .......... press release press release
So my question is: Why are also the "release" signals emitted when I have
only "pressed" and still "hold" the UP key?
Or is there any other way to accomplish the "camera moving"?
Thanks.
--
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