Original Post
Hi everyone. My input library is giving me no end of headaches, currently using WM_KEYDOWN/KEYUP. Mostly these are related to issues of key repetition. Ie. If I press a button once, it registers as pressed through 5-10 game loops or more, but if I use a function to limit the number of presses, of course then I can't (for instance) use a held-down key to move forward. I'm thinking that using GetAsyncKeyState instead of listening for WM_ messages and updating an array might fix this...but is GetAsyncKeyState particularily slower? Or is there some other way I should be doing this? What I'd like is to have a key only register as "pressed" for one frame if it was just pressed, but register as "pressed" for many frames if the user is indeed holding down the key.