anonymous wrote on Tuesday, June 19, 2012:
Why doesn’t GLFW call callback function when key gets released? It should.
anonymous wrote on Tuesday, June 19, 2012:
Why doesn’t GLFW call callback function when key gets released? It should.
elmindreda wrote on Tuesday, June 19, 2012:
Many characters require more than one key to generate. Which of them should
generate the release event?
anonymous wrote on Tuesday, June 19, 2012:
Well maybe it should have one level of indirection… so the callback notifies
for the ‘highlevel’ keys as shift + a = A and sends the release for the A
then. And for the lower level either only shift or shift and a. The missing
release callback just makes those callbacks a bit trickier to use. I got my
ways to fix that, but it still would be nice to have it as default
elmindreda wrote on Tuesday, June 19, 2012:
If you want notifications about key presses, use the key callback. The char
callback is for text input.
elmindreda wrote on Tuesday, June 19, 2012:
What would you use release notifications for characters for?
anonymous wrote on Tuesday, June 19, 2012:
yeah… but im talking about key releases. those 2 callbacks should also notify
when key gets released, based on their notifying mechanism on key presses.
anonymous wrote on Tuesday, June 19, 2012:
sry didnt notice your last reply. id use release notifications to set the
state of my internal keys to release, not pressed.
elmindreda wrote on Tuesday, June 19, 2012:
The key callback does report key releases. If it doesn’t then that’s a bug.
The char callback doesn’t report release events because I consider that to be
a broken concept. In that spirit, GLFW 3 does not have an action parameter for
the char callback.
anonymous wrote on Tuesday, June 19, 2012:
oh i see now. Indeed that is better way to deal with char callback. I remember
key event having some problems with key releases, dont know if it was due to
something else in my project. Gotta change the key input to keyevent then