Thanks, Chris.

I had actually started to wonder about that myself, and I think this is the 
right solution.  I haven't had to do event handling before (graphics are my 
norm), but I was given the task of replacing the portions of our Mac OS X code 
that are not supported for 64-bit since I'm the only one on the team currently 
that has Mac OS programming experience.

This approach makes a lot of sense to me.

Thank you,
Christopher



________________________________
From: Chris Hanson <c...@me.com>
To: Christopher Hansen <christopher.han...@yahoo.com>
Cc: Cocoa-dev@lists.apple.com
Sent: Monday, May 18, 2009 2:04:27 AM
Subject: Re: LMSetKey[Rep]Thresh

On May 14, 2009, at 10:45 AM, Christopher Hansen wrote:

> I'm writing a game and I need to set the key and key repeat thresholds in my 
> Cocoa application.  The functions needed to do to this under Carbon 
> (Events.h) are:
> 
> LMGetKeyThresh
> LMSetKeyThresh
> LMGetKeyRepThresh
> LMSetKeyRepThresh
> 
> I'm looking for the Cocoa equivalents.

Unlike the other responses, I'm going to take a different tack:

Since you're writing a game, you probably don't want to worry about key repeat 
thresholds, either getting or setting.  Instead, you should care about 
key/button down and key/button up events, and map those to state in your game 
engine.

The reason is that your game probably has its own internal concept of 
"repeating" that may not map at all to the typing concept of "repeating."  An 
example would be a first-person shooter that supplies an automatic weapon:  
Different weapons will have different rates of fire.  You may even have an 
energy weapon that fires as long as the user is (conceptually) pulling the 
trigger.

This is a game-engine level concept, not something you should try to map to 
input handling necessarily.  Just use your input handling to supply your game 
engine with the necessary information.  For the most flexibility in doing this 
take a look at the HID Manager APIs, especially the new HID APIs introduced in 
Mac OS X 10.5 Leopard.

  -- Chris



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