Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!cwjcc!tut.cis.ohio-state.edu!rutgers!att!cord!nsw From: nsw@cord.UUCP (Neil Weinstock) Newsgroups: comp.sys.amiga.tech Subject: RAWKEYS question Message-ID: <685@cord.UUCP> Date: 5 Feb 89 18:58:36 GMT Distribution: na Organization: The Flying Squid Patrol Lines: 30 First of all, thanks to those who helped out with my vblank server. Moving right along to my next exciting adventure... Here's the short form: my program needs to have raw keyboard input. Since I have my own Intuition screen, I thought that RAWKEY messages would solve my problem. What happens now is that when I hold a key down, after about one second my program locks. When I release the key, everything resumes. Needless to say, this behavior is undesireable. Is there a trick to using RAWKEYs, or should I be using a different method for raw keyboard input? Additional background: My program is animating at 30 frames a second. Each time through the loop, I empty out my IDCMP port. All very straightforward. I've had the same results with and without Dmouse running. What I don't understand is that RAWKEYs should only be generating key up/down messages, so holding down a key should have no effect on anything. Unless the keyboard.device or input.device are processing key repeats and somehow bringing the whole works to a grinding halt. I still don't see how that could happen. Aside: I assumed that getting the RAWKEY messages from my IDCMP was not appreciably less efficient than going to the keyboard or input.device directly. Is this a good assumption? The IDCMP route is certainly much simpler, but I need quick response (it's a game, after all). Any insights appreciated. /.- -- .. --. .- .-. ..- .-.. . ... .- -- .. --. .- .-. ..- .-.. . ...\ / Neil Weinstock | att!cord!nsw | "One man's garbage is another \ \ AT&T Bell Labs | nsw@cord.att.com | man's prune danish." - Harv Laser / \.- -- .. --. .- .-. ..- .-.. . ... .- -- .. --. .- .-. ..- .-.. . .../