user258872
user258872

Reputation: 43

GetAsyncKeyState input?

I've been using GetAsyncKeyState(int vKey) for my input in a game. I have two questions? A.) Is it very efficient or is there something else that handles keyboard input better? B.) How can I limit the key to be sensed once. - I imagine it would be something like

// Psuedocode
prevState = currentState
currentKeyState = GetAsyncKeyState
if(currentKeyState(whatever key I want) && !prevKeyState(whatever key I want))

Clear currentKeyState

I tried to do something like that and it doesn't really work. Should I use some sort of timing thing? I just would like someone to show me or lead me in the right direction?

Upvotes: 0

Views: 927

Answers (1)

Software_Designer
Software_Designer

Reputation: 8587

You could set a boolean switch to make sure that if the KEYDOWN event is TRUE or has already ocurred then do not treat it as a valid key press etc etc..

if(GetAsyncKeyState(VK_DELETE))
             {
              if(hack)hack = false; // if true set to false
              else hack = true;     //if false set to true
              cout<<"Hack set to: " << hack <<endl;
             }

Read this post : http://www.mpgh.net/forum/showthread.php?t=120656

Upvotes: 0

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