![]() ![]() But you need a strong reference to the callback, so that it won't get garbage collected, so just put a reference like private GLFWKe圜allback ke圜allback in your class. LWJGL provides a GLFWKe圜allback class for this. So from this I assume you want to log the keys, and if any key is pressed/released you print that log. One way might be to get the mouse coordinates and check whether they are within a certain area when a mouse button is pressed. You usually need to program these kinds of things yourself. How to make a method in LWJGL 3 that when you press a key it tells you when its pressed and when its released only one time. GUI components, like buttons, labels, etc, are all at a much higher level of abstraction. With GLFW_CURSOR the value can be one of GLFW_CURSOR_NORMAL, GLFW_CURSOR_HIDDEN or GLFW_CURSOR_DISABLED. ![]() The mode must be one of GLFW_CURSOR, GLFW_STICKY_KEYS or GLFW_STICKY_MOUSE_BUTTONS.įor GLFW_STICKY_KEYS and GLFW_STICKY_MOUSE_BUTTONS the value can be one of GLFW_TRUE and GLFW_FALSE. In LWJG元 we need to call glfwPollEvents() to get the events that have already been received.Īnother thing you might want to use is glfwSetInputMode(window, mode, value). In LWJGL2 they used their own bindings for keys. Handling input in LWJG元 is easily done by using GLFW. ![]()
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