incorrect loop bug

hello. i am writing an Opengl application that manipulates a cube by rotating all 3 axis's using the keys on the keyboard while also having the option to modify the specular material.

the problem is that there is the option of rotating the "z" axis with the keys "q" and "e". and change speculation with "s". if i turn on speculation it rapidly turns on and off when i use "q" and "e"
I'll give the idea of whats going on then post the full source.



the key operations work like this.


these check when the keys are pressed or not
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glutKeyboardFunc (keyPressed);
glutKeyboardUpFunc(keyUp);


when you press a key down it goes to this and sets the value to true on the key that you pressed
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void keyPressed (unsigned char key, int x, int y) {

keyStates[key] = true; // Set the state of the current key to pressed
}


then when let go of. check if "q" or "e" was pressed in those if statements it does the keyoperations(); that rotates the object. if "s" was true. then change speculation. i assume this is where the problem lies.
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void keyUp (unsigned char key, int x, int y) {

if(keyStates['e'] == true)
{
keyOperations();
keyStates['e'] = {false};

}
if(keyStates['q'] == true)
{
keyOperations();
keyStates['q'] = {false};
}

if (keyStates['s'] == true)
{
if (specular==false)
{
specular = true;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
whiteSpecularMaterial);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mShininess);
}
else if (specular==true)
{
specular = false;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blankMaterial);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS,blankMaterial);

}
keyStates['s'] == false;
}

}


then this is the keyOperations that check for "e" and "q"
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void keyOperations (void) {


if(keyStates['e'] == true)
{
zRotationAngle -= speed;
}


else if(keyStates['q'] == true)
{
zRotationAngle += speed;
}
}


the full source

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  #include <iostream>
#include <GL/glew.h> // Include the GLEW header file
#include <GL/freeglut.h> // Include the GLUT header file
using namespace std;
GLfloat angle = 0.0;
GLfloat whiteSpecularMaterial[] = {1.0, 1.0, 1.0}; //setthe material to white
GLfloat whiteSpecularLight[] = {1.0, 1.0, 1.0}; //set thelight specular to white
GLfloat mShininess[] = {128}; //set the shininess of thematerial
GLfloat blankMaterial[] = {0.0, 0.0, 0.0}; //set the diffuselight to white

bool keyStates[256] = {false};
bool keySpecialStates [256] = {false};
bool specular = false;

int x = 0;
int y = 0;
int z = 0;

float xRotationAngle = 0.0f;
float yRotationAngle = 0.0f;
float zRotationAngle = 0.0f;

float speed = 5.0f;

void keyOperations (void) {


if(keyStates['e'] == true)
{
zRotationAngle -= speed;
}


else if(keyStates['q'] == true)
{
zRotationAngle += speed;
}
}


void keyUp (unsigned char key, int x, int y) {

if(keyStates['e'] == true)
{
keyOperations();
keyStates['e'] = {false};

}
      if(keyStates['q'] == true)
{
keyOperations();
keyStates['q'] = {false};
}

if (keyStates['s'] == true)
{
if (specular==false)
{
specular = true;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
whiteSpecularMaterial);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mShininess);
}
else if (specular==true)
{
specular = false;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blankMaterial);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS,blankMaterial);

}
keyStates['s'] == false;
}

}

void keyPressed (unsigned char key, int x, int y) {

keyStates[key] = true; // Set the state of the current key to pressed


}




void keySpecialOperations(void) {

if (keySpecialStates[GLUT_KEY_LEFT])
{
yRotationAngle -= speed;
}


else if(keySpecialStates[GLUT_KEY_RIGHT])
{
yRotationAngle += speed;
}


if(keySpecialStates[GLUT_KEY_UP])
{
xRotationAngle -= speed;
}


else if(keySpecialStates[GLUT_KEY_DOWN])
{
xRotationAngle += speed;
}

}


void keySpecial (int key, int x, int y) {
keySpecialStates[key] = true;
keySpecialOperations();
}

void keySpecialUp (int key, int x, int y) {
keySpecialStates[key] = false;

}


void cube (void) {

    glColor3f(1.0, 0.0, 0.0);
    glRotatef(xRotationAngle, 1.0f, 0.0f, 0.0f); // Rotate our object around the x axis
    glRotatef(yRotationAngle, 0.0f, 1.0f, 0.0f); // Rotate our object around the y axis
    glRotatef(zRotationAngle, 0.0f, 0.0f, 1.0f); // Rotate our object around the z axis
    glutSolidCube(2);

}



void init (void) {

    glEnable (GL_DEPTH_TEST);
    glEnable (GL_LIGHTING);
    glEnable (GL_LIGHT0);

}



void light (void) {

    glLightfv(GL_LIGHT0, GL_SPECULAR, whiteSpecularLight);

}



void display (void) {
    glClearColor (0.0,0.0,0.0,1.0);
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    light();
    glTranslatef(0,0,-5);

    //glRotatef(xRotationAngle, 1.0f, 0.0f, 0.0f); // Rotate our object around the x axis
  //  glRotatef(yRotationAngle, 0.0f, 1.0f, 0.0f); // Rotate our object around the y axis
 //   glRotatef(zRotationAngle, 0.0f, 0.0f, 1.0f); // Rotate our object around the z axis

    cube();
    glutSwapBuffers(); //<-- double buffer
   //angle ++;
}



void reshape (int w, int h) {

    glViewport (0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode (GL_PROJECTION);
    glLoadIdentity ();
    gluPerspective (60, (GLfloat)w / (GLfloat)h, 1.0, 100.0);
    glMatrixMode (GL_MODELVIEW);

}







int main (int argc, char **argv) {

    glutInit (&argc, argv);
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize (500, 500);
    glutInitWindowPosition (100, 100);
    glutCreateWindow ("hi");
    init ();
    glutDisplayFunc (display);
    glutIdleFunc (display);
    glutKeyboardFunc (keyPressed);
    glutKeyboardUpFunc(keyUp);
    glutSpecialFunc(keySpecial);
    glutSpecialUpFunc(keySpecialUp);
    glutReshapeFunc (reshape);
    glutMainLoop ();
    return 0;
}


if you have any questions about how it works just ask. i tried my best.
:)
also not sure if this was supposed to go in beginners or not. apologies if it wasn't.

found the problem. don't know why i over looked it. i needed else if's on the checks for keystates.
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