Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!uwm.edu!zaphod.mps.ohio-state.edu!usc!cs.utexas.edu!rutgers!cbmvax!uunet!mcsun!unido!mpirbn!p554mve From: p554mve@mpirbn.UUCP (Michael van Elst) Newsgroups: comp.sys.amiga.tech Subject: Re: Reading the keyboard without a window. Keywords: keyboard,read,easy? Message-ID: <550@mpirbn.UUCP> Date: 10 Feb 90 16:07:33 GMT References: <6675@ucdavis.ucdavis.edu> Reply-To: p554mve@mpirbn.UUCP (Michael van Elst) Organization: Max-Planck-Institut fuer Radioastronomie, Bonn Lines: 27 In article <6675@ucdavis.ucdavis.edu> rogers@iris.ucdavis.edu (Brewski Rogers) writes: >For a game I am working on, I need to be able to read the keyboard >without having a window open. I already have a routine that intercepts >input events before intuition sees them, but before I write down the >code and qualifier for each key, I'd like to know if there is an easier >way, or if someone has already written it. While the game DOES multitask, >the current interface with intuition is a total kludge, and we are trying >to make it cleaner/more reliable. Hmm, if the game multitasks, it should conform to the intuition paradigm. There is no reason to NOT have a window open since windows can be made completely invisible. If your games display is on the workbench, it would be better to use a keyboard to avoid user confusion. If your games display uses an Intuition screen, then you can easily open an BACKDROP|BORDERLESS window and use it only for gathering input. If your games display uses a custom built View then you can open a small screen (small to spare memory) with a window. Note that a screen cannot be made too small since some rendering (Title bar, screen gadgets) is done through the screen's rastport. However this display method isn't quite comfortable. Michael van Elst uunet!unido!mpirbn!p554mve