Thread: ahhh help....rapid keypress detection

  1. #1
    Registered User
    Join Date
    Oct 2001

    ahhh help....rapid keypress detection

    how do i detect rapid keypresses?? If i put a variable within the if (keypress) and let it increment so that when it reach lets say 10 the thrust sound starts to kick in....once i let go even wif a single tap the thrust sound kicks do i go about this??need help fast 15 hrs to submission

  2. #2
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    9,608 this for DirectX or what?

    If you are using the Windows GDI then its not a mystery why you are having this problem.

    If you are using DirectX, look at the following code:

    #include "dinput.h"
    #include <objbase.h>
    #define INITGUID
    //Set objects to null
    //Create DirectInput object - get interface
    if (FAILED(DirectInputCreate(main_instance,DIRECTINPUT_VERSION,&lpdi,NULL))
    { //error }
    //Create DirectInput device
    if (FAILED(lpdi->CreateDevice(GUID_SysKeyboard,&lpdikey,NULL))
    { //error }
    //Set cooperative level
    if (FAILED(lpdikey->SetCooperativeLevel(main_window_handle,DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)) {//error}
    //Keystate array
    typedef _DIKEYSTATE UCHAR[256];
    //Set data format to keyboard
    if (FAILED(lpdikey->SetDataFormat(&c_dfDIKeyboard))) {//error}
    //Acquire the keyboard
    if (FAILED(lpdikey->Acquire())) {//error}
    //Get info from the keyboard
    if (FAILED(lpdikey->GetDeviceState(sizeof(_DIKEYSTATE),(LPVOID)keystate))) {//error}
    //Test for key down
    if (keystate[DIK_ESCAPE] & 0x80)
    //Could also use this macro for keydown
    #define DIKEYDOWN(data,n) (data[n] &0x80)

    This sets up the DirectInput object, Keyboard object, and shows how to test keys. It comes directly from Andre Lamothe's book, Tricks of the Windows Game Programming Gurus.

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