Closed sumibi-yakitori closed 3 years ago
I'm open to adding this, will have a proper look at the code later today :+1:
Just out of curiousity, what issues were you having when key repeat was disabled? I've not really run into a situation where I've needed it so far, but I know your use case for Tetra is a bit different than mine :)
Happy New Year. I know UK is having a hard time with COVID, are you OK?
At the beginning of the year, I was working on an old-fashioned dual-pane file manager and particle creation tool, operated by a keyboard like vifm.
With key repeat disabled, of course it's a pain to manipulate the file list with keystrokes.
Since tetra::input::is_key_down
and tetra::input::is_key_pressed
can only be retrieved at timings related to the game loop
In my use case, I needed to enable exact key repeat.
Happy New Year. I know UK is having a hard time with COVID, are you OK?
Thank you! Yes, I'm doing alright, I am lucky enough to have a job where I can work from home, so I've been able to stay safe. Hope you're doing okay too.
With key repeat disabled, of course it's a pain to manipulate the file list with keystrokes.
Ah, that makes sense! I usually use the polling functions (e.g. is_key_pressed
) in my games, but I can see how they'd not be ideal for that style of app.
I've had a play around with the change locally and it seems good, I can see the extra events coming through in the events
example when I enable key repeat. I might tweak the naming/docs of some things before I release, but happy to merge this as is for now :+1:
Thanks. I work from home too, so I'm good for now.
This is a feature that is not related to the game, but was still necessary for me to create the tool.