I am developing a game using SDL, and am unable to do continuous motion for my object when a key is held down. I'm calling SDL_PollEvent() to retrieve all events during a frame, and passing each ...
I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events: internal ...
I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
Background I have a variable time step, component based game, with components that collectively hold an entity's properties and different systems that act on entities with certain required ...
I am using an event-based input handling system with events and delegates. An example: InputHander.AddEvent(Keys.LeftArrow, player.MoveLeft); //Very simplified code However, I started wondering ...
I'm developing a game using polling for the input method. However, now that I'm delving deeper into the game menus and other UI components, I'm finding that I'd probably like to have event driven ...
In probably every game a developer has to somehow deal with input, may it be simple keyboard and mouse events, touch events or something as accelerometer input. This input directly of indirectly ...
Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm ...