http://www.microsoft.com/windowsxp/using/accessibility/characterrepeatrate.mspx - There's an option in Windows for setting repeat delay. It means the delay between first keystroke and the other ones if one keeps pressing the key. I'm creating a sort of game and I need to get rid of this "feature".
So far I've managed to find this method:
[DllImport("user32.dll")]
static extern ushort GetAsyncKeyState(int vKey);
public static bool IsKeyPushedDown(Keys keyData)
{
return 0 != (GetAsyncKeyState((int)keyData) & 0x8000);
}
But the method IsKeyPushedDown finds out if the key is pressed AT THE MOMENT of calling the function - so I need a loop to test if key is down. Problem is that still it doesn't catches all keystrokes - I have too slow loop I guess.
Second choice is overriding of ProcessCmdKey:
protected override bool ProcessCmdKey(ref Message msg, Keys keyData)
{
// processing keys
if (keyData == Keys.Left || keyData == Keys.Right || keyData == Keys.Up || keyData == Keys.Down)
{
return true;
}
else
{
return base.ProcessCmdKey(ref msg, keyData);
}
}
this works really good but it's affected with repeat delay and therefore movement of my monster in my game is like:
Is there a solution for my problem?
Thanks
EDIT: I solved the problem by combining both procedures. But it's very ugly solution. I still hope there's better solution.
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