Re: Bypass events and get the physical keyboard state directly
Bryan Baldwin <[email protected]>
| Newsgroups | gmane.linux.xdg.devel |
|---|---|
| Message-ID | <[email protected]> |
Okay, so further investigation has lead me to test code against evdev directly. Nevermind ;) On 02/20/2017 11:19 AM, Bryan Baldwin wrote: > Hello all, > > I've been writing game code, and have gone adrift with a big problem > with keyboard input. > > The properties I'm getting through SDL2 contain key up/down, > pressed/released, and repeat. I've read either that the pressed/released > properties are only set with the key actually physically down, or that a > keyboard event will at least have the repeat property set if the key is > a repeat. I can't confirm that any of this is true in code. > > No matter what I do, if I hold down a key I get the first key down + > pressed event, a subsequent event flagged as a repeat at the delay > threshold (500ms), and then a deluge of *unflagged* key down+pressed / > key up+released event pairs for the rate interval that continue > repeating well after the key is actually released. I tried using SDL2's > GetKeyboardState instead, but this produces identical results. Its the > same data as events with a different interface. > > The documentation I've read for keyboard input with X11 also follows a > very similar event-based model, but what I want is a way to check the > keyboard and literally only see exactly what the state of the keys at > the instant that that call is made, and by-pass any and all other > processing entirely, including auto-repeat. > > Can anyone point me in the right direction? > > > > _______________________________________________ > xdg mailing list > [email protected] > https://lists.freedesktop.org/mailman/listinfo/xdg _______________________________________________ xdg mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/xdg
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