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[Q] Keyboard repeats stop when I hit another key. How do I get them back?
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[Q] Keyboard repeats stop when I hit another key. How do I get them back?


  • Subject: [Q] Keyboard repeats stop when I hit another key. How do I get them back?
  • From: Alexandre Aybes <email@hidden>
  • Date: Mon, 5 Nov 2001 22:58:26 +0100

I am reposting this mail to some better lists (orignally posted on mac-opengl)... :)



Hi there,
In my continuing struggle to write some cool game for Mac OS X using this wonderful Cocoa framework I am facing another problem with keyboard events.
I am using a full screen rendering context (that I got to work) and I am pooling for the events [NSApp nextEventMatchingMask:... blablabla]; my current problem is that when I get the key repeats (for example the user holds the up arrow) I move correctly, but as soon as I hit another key (let's say space to jump/fire/whatever) the arrow key repeats stop, and therefore my character doesn't move anymore :-/

Here is what I do (please let me know if it is good/correct/bad/THE thing NOT to do :)
I wanna get the events as fast as possible to be as responsive as possible, therefore I use some code I found in the Omni examples (the InputExample from the GDC 2001) to set the key repeat threshold and the key repeat interval to 0. This might be a bit brutal, but I couldn't figure out how to get the key repeats fast enough otherwise. Maybe there is a way to get the keyboard's state directly which might be even faster... if so please tell me :)

Thanks a lot!
Alex.


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