I’ve been trying to get input with IUP to make a small pong game. I wanted to try some input, and tried some of the code that comes with the IUPGL examples, but the input doesn’t seem to be working at all. Here’s the code as it stands so far:
require "iuplua"
require "iupluagl"
require "luagl"
paddle = {x = -0.9, y = 0.2}
function drawPaddle(x, y)
gl.Begin(gl.QUADS)
gl.Color(0.0, 0.5, 0.0)
gl.Vertex(x, y)
gl.Vertex(x + 0.1, y)
gl.Vertex(x + 0.1, y - 0.4)
gl.Vertex(x, y - 0.4)
end
canvas = iup.glcanvas{buffer = "DOUBLE", rastersize = "300x300"}
function canvas:action(x, y)
iup.GLMakeCurrent(self)
gl.ClearColor(0.0, 0.0, 0.0, 0.0)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Clear(gl.DEPTH_BUFFER_BIT)
gl.MatrixMode(gl.PROJECTION)
gl.Viewport(0, 0, 300, 300)
gl.LoadIdentity()
drawPaddle(paddle.x, paddle.y)
gl.End()
iup.GLSwapBuffers(self)
end
window = iup.dialog{canvas, title = "Soon to be Pong"}
function canvas:k_any(c)
if c == iup.K_q then
return iup.CLOSE
elseif c == iup.K_w then
paddle.y = paddle.y + 0.02
return iup.CONTINUE
else
return iup.DEFAULT
end
end
window:show()
iup.MainLoop()
It’s my understanding that canvas:k_any() gets called when a key is pressed, but it’s not responding, even to the quit command. Any ideas?
Here is at least part of the problem for the sample you’ve quoted. Before the IUP keyname constants are actually defined in your
iuptable, you need to call a function. The idea is that the memory footprint is lower if you don’t need all of the key names, which many applications can do entirely without.Try adding the following lines sometime shortly after
require "iuplua"and before you use the names in any code:This is documented near the top of the topic Keyboard Codes as well as in a variety of places related to the keyboard.
Without the call to
iup.key_open(),iup.K_qevaluates tonil(as does any other key name) and thus silently never matches any keycode passed tocanvas:k_any().Edit: I just ran your sample, and indeed calling
iup.key_open()causes the q and w keys to be recognized. You have a further glitch you will notice next that just updating the paddle’s position doesn’t ask for the canvas to redraw. I’ll leave that as an exercise as you go forward.Edit2: Adding the line
iup.Update(self)to the functioncanvas:k_any()just after you modify the state of the paddle appears to do what you want. Doing it that way rather than manually calling theaction()method has the advantage of interacting with IUP’s message loop handling in the expected way. In the general case, callingiup.UpdateChildren(window)instead might be preferred. That would keep any other IUP controls that are displayed in the dialog updated as well as the canvas, which can be useful if you have controls that don’t do all their own updating internally.Alternatively, you could move the drawing routines into their own function called from both the
k_any()andaction()methods of the canvas. I’m not sure I’d recommend that in general as it doesn’t scale as well when you want to support multiple viewports or related controls.You might want to rearrange the logic in your
k_any()handler so that you are less likely to accidentally forget the call toiup.Update()as you add cases for new keys.