Keyinput callbacks

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 :stuck_out_tongue: