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Re: CoreGraphics questions
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Re: CoreGraphics questions


  • Subject: Re: CoreGraphics questions
  • From: <email@hidden>
  • Date: Sun, 10 Jun 2001 14:50:42 -0600 (MDT)

Cool, I was hoping for a Cocoa way. Another question:
I was piloting a spaceship in my game by moving it on kEventRawKeyDown and also
kEventRawKeyRepeat, but there was a noticable delay between moves which I
assumed was my slow blitter, but then I tried moving a few times in a for loop
and there was no delay between moves, so I decided the blit is very fast, but
the key repeat rate is what is slowing it down. So, is there some way to receive
RawKeyRepeats more frequently? Or, can i begin a while loop when I receive a
RawKeyDown and quit the loop on a key up:
if(event==RawKeyDown)
{
while(keyStillDown)
{
move;
blit;
}
}

I wouldn't normally be so concerned, but since this is a game it needs to be
pretty fast.

Thanks,
Harold Cooper
email@hidden
email@hidden
email@hidden
http://physoft.n3.net

On Sun, 10 Jun 2001, Andreas Monitzer wrote:

> > I'm trying to write a simple game for OS X using CGDirectDisplay. I
> > set a 640x480x8-bit mode and then create a corresponding buffer (unsigned
> > char*)
> > Currently, to blit, I map the base addresses of the screen and buffer to
> > double
> > pointers and then copy from the buffer to the screen. This appears to be
> > faster
> > than <mem.h>'s memcpy, but it still seems sort of slow. Is there a faster
> > way to
> > blit?
> > I am also unsure of how to handle events. Currently, I am using carbon
> > events to
> > receive kEventRawKeyDown, which works, but I want to move sprites around
> > during null events soon, and I don't think event timers will be fast
> > enough. Is
> > there a very simple way to check for keyboard events in a loop? I might
> > use a
> > WaitNextEvent loop, but it seems so un-OSX, and I rad somewhere that it is
> > implemented via Carbon Events anyway. So: what's the best way to handle
> > key
> > presses if I don't care about other apps (since the user can't see them
> > anyway)
> > Basically, I'm looking for any tips for a newbie OS X game programmer.
>
> I'd subclass NSApplication and implement sendEvent:(NSEvent*)anEvent (don'
> t forget to do a [super sendEvent:anEvent];, otherwise there will be
> strange problems). That's the cocoa way of doing it (and that's how Quake
> ]|[ was implemented by Omnigroup).
>
> andy
> --
> Description forthcoming.


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