SHIFTkey horrors

Richmond richmondmathewson at gmail.com
Wed May 9 11:17:46 EDT 2012


On 05/09/2012 05:53 PM, Mike Bonner wrote:
> As mentioned, you can grab the game loop code from the forum and it will do
> all the loop and setup as written (including dispatching updatescreen)

I'm sorry, that seems to have passed me by; can you let me know where I 
can get hold of the game loop?

>
> Hope you get a brain storm and find another method. (or a brain tsunami
> maybe, bigger is better)
>
> The walk, picking and beer sounds like a good idea, think i'll do the same
> and make mine of the root variety.
>
> On Wed, May 9, 2012 at 7:44 AM, Richmond <richmondmathewson at gmail.com>wrote:
>
>> On 05/09/2012 04:36 PM, Mike Bonner wrote:
>>
>>> Oh, btw, don't know if/when it will come put but there is supposedly an
>>> "updatescreen" message in the works (basically the same thing as the game
>>> loop but coded at the engine level) so there will be a built in loop that
>>> can be used for this sort of thing at some indeterminate time in the
>>> future.
>>>
>> Ha, Ha; the problem, as I am sure you are aware, is NOW.
>>
>> Thank you very much for all your helpful suggestions; I will now go out
>> for a long walk, pick some flowers,
>> have a glass of beer, and hope that "it" comes to me in a flash.
>>
>>
>>> On Wed, May 9, 2012 at 7:34 AM, Mike Bonner <bonnmike at gmail.com> wrote:
>>>
>>>   Another option might be to write an external that does the polling and
>>>> dispatches a message when the shift key is pressed, and there might be
>>>> other methods of course. Hopefully someone else has a better solution.
>>>>
>>>> Either way, unless rev adds the feature sounds like you may have to bite
>>>> the bullet and figure out a less than great method. As far as "on
>>>> shiftkeydown" if you do go with the loop method you can of course
>>>> dispatch
>>>> your own messages but this still requires polling so its all a matter of
>>>> semantics at that point.
>>>>
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