This site is no longer active and is available for archival purposes only. Registration and login is disabled.

Keyboard repeat events


Keyboard repeat events

Postby fzammetti » Jun 24, 2003 @ 8:41pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
User avatar
fzammetti
pm Insider
 
Posts: 1496
Joined: Jun 4, 2002 @ 6:21pm
Location: Omnytex Technologies


Postby Dan East » Jun 24, 2003 @ 9:06pm

User avatar
Dan East
Site Admin
 
Posts: 5264
Joined: Jan 25, 2001 @ 5:19pm
Location: Virginia, USA


Postby ppcStudios » Jun 24, 2003 @ 11:30pm

G.R. Moore
President/CEO
Pocket PC Studios
www.ppcstudios.com

Image
User avatar
ppcStudios
pm Insider
 
Posts: 744
Joined: Aug 23, 2002 @ 3:53pm
Location: Canfield, Ohio


Postby fzammetti » Jun 25, 2003 @ 12:02am

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
User avatar
fzammetti
pm Insider
 
Posts: 1496
Joined: Jun 4, 2002 @ 6:21pm
Location: Omnytex Technologies


Postby StarFury » Jun 25, 2003 @ 4:18pm

Hi,

I know its slightly off topic but why is it always best to use time based animation instead of some form of frame counting?

TIA
<B><I> Earth Needs You! Don't Let Us Down - </I> <A target="_blank" HREF="http://www.pocketblasters.com">Galactic Assault - Invaders Turbo Edition - Teddies Revenge</A> [All for FREE!!]</B>
User avatar
StarFury
pm Member
 
Posts: 105
Joined: May 7, 2003 @ 3:11pm
Location: Norfolk, England


Postby Guest » Jun 25, 2003 @ 4:25pm

I have to admit I don't even know what the term "time-based animation" really means.

I always limit my games to some specific frame rate and base everything off that. I mean, if it's limited to 30FPS for instance (usually my choice) and I can guarantee that the frame rate will always be constant (based on the fact that if it's steady on my E-125 then I assume any modern device will handle it without trouble), then I can make sure everything works properly at that speed and I'm good to go.

Is THAT time-based?
Guest
 


Postby Guest » Jun 25, 2003 @ 5:00pm

By limiting your fps your are basically limiting your program in a "time based" way. What they are talking about is letting the rendering engine display as many fps as it can handel on the current device while limiting the parts of the functions that update the gamestate(so you dont end up having to press the keys as fast as your framerate).
Guest
 


Postby ppcStudios » Jun 25, 2003 @ 5:37pm

Time based animation infers that every specified 'tick' increments the animation frame. That 'tick' could be every 20ms, 50ms, 100ms... anything you define it to be. For instance, if you want 10fps animation for a walking animation, then your 'tick' would be 100ms. If you are on a faster processor, your animations will always produce the same motion at the same speed. If you weren't time based and moved to a faster processor, your animations would speed up accordingly. If you are on a slower processor - one that can't keep up with the defined 'tick' time, then you could conceivably skip missed frames to maintain the proper animation speed.
G.R. Moore
President/CEO
Pocket PC Studios
www.ppcstudios.com

Image
User avatar
ppcStudios
pm Insider
 
Posts: 744
Joined: Aug 23, 2002 @ 3:53pm
Location: Canfield, Ohio


Postby Guest » Jun 25, 2003 @ 7:26pm

Guest
 


Postby StarFury » Jun 25, 2003 @ 7:28pm

<B><I> Earth Needs You! Don't Let Us Down - </I> <A target="_blank" HREF="http://www.pocketblasters.com">Galactic Assault - Invaders Turbo Edition - Teddies Revenge</A> [All for FREE!!]</B>
User avatar
StarFury
pm Member
 
Posts: 105
Joined: May 7, 2003 @ 3:11pm
Location: Norfolk, England


Postby egarayblas » Jun 26, 2003 @ 12:31am

Hi fzammetti,

If you're using GapiApplication, you can try commenting out line 443 of GapiApplication.cpp.

if (!(lParam & 0x40000000)){

Whenever a key is pressed, the code in your KeyDown event will be called while it remains pressed. It works for me.

sbl: Is this safe to use? I found this solution on another thread.
-- home of the think & tap games!
User avatar
egarayblas
pm Insider
 
Posts: 627
Joined: Sep 14, 2002 @ 1:50am
Location: Philippines


Postby Johan » Jun 26, 2003 @ 8:57am

User avatar
Johan
pm Member
 
Posts: 1843
Joined: Jan 12, 2002 @ 12:38pm
Location: Sweden


Return to GapiDraw


Sort


Forum Description

The Cross-platform Graphics SDK for Palms, Pocket PCs, Symbian Devices, and Stationary PCs.

Moderators:

sponge, Johan

Forum permissions

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum