Reputation: 610
I'm having a little problem catching a key released event to stop my character from walking in my game..
i'm trying to do this:
switch (xev.type)
{
case Expose:
{
XGetWindowAttributes(dpy, win, &gwa);
glViewport(0, 0, gwa.width, gwa.height);
}
break;
case KeyPress:
{
int key = XLookupKeysym(&xev.xkey, 0);
if (key == XK_Escape)
{
glXMakeCurrent(dpy, None, NULL);
glXDestroyContext(dpy, glc);
XDestroyWindow(dpy, win);
XCloseDisplay(dpy);
running = false;
return 0;
}
else
{
input->setKey(key, true);
}
}
break;
case KeyRelease:
{
unsigned short is_retriggered = 0;
if (XEventsQueued(dpy, QueuedAfterReading))
{
XEvent nev;
XPeekEvent(dpy, &nev);
if (nev.type == KeyPress && nev.xkey.time
== xev.xkey.time && nev.xkey.keycode
== xev.xkey.keycode)
{
// delete retriggered KeyPress event
XNextEvent(dpy, &xev);
is_retriggered = 1;
}
}
if (!is_retriggered)
input->setKey(XLookupKeysym(&xev.xkey, 0), false);
}
break;
}
But I only get the re-triggered key release events, which I don't want. (even though a release/re-press would have the same result, but in the future it might give problems) When i physically release the key, no event is caught.
oh, and input->setKey() basically sets a bool to true (or false) in a std::map, nothing special
Upvotes: 0
Views: 1392
Reputation: 3716
This is a common gotcha. If you don't register for specific events (or all), you will not be notified. All of us, doesn't matter the experience, will fall in this one day... :)
Some usefull links:
Upvotes: 1
Reputation: 610
Registering the KeyReleaseMask solved the problem.
XSelectInput(dis, win, KeyPressMask | KeyReleaseMask);
Upvotes: 1