looks like windows gui code, those would be library entities if so, not something he made.
this says "if the enter key is pressed, set Boolean isstarted to true" which probably activates something in another thread or event handler, the bool is likely some nearly-global member of the gui class framework, at a guess... so a class member but on a scale so big it may as well be global... but I am guessing a lot from a little here !!!
the only info I can give is that all of them are in separate header files as I don't understand whats going on and the code is too big to put on the boards, attach is probably not the word
but what I meant to ask is is it possible to put three objects together (like above) coz usually I only see only one dot operator and not two
programmy, both jonnin and keskiverto said that they didn't know what you meant when you said attach objects to each other, but then you pretty much repeat yourself (attach -> put, each other -> together) in your explanation.
Do you mean you want to know when a user pressed three buttons at once, like Ctrl+Shift+Return?
I do not have your framework, but maybe something like this?
// how to respond to key press event
// keep processing events as long as queue contains them
while( !wnd.kbd.KeyIsEmpty() )
{
// get an event from the queue
const Keyboard::Event e = wnd.kbd.ReadKey();
// check if it is a press event
if( e.IsPress() )
{
// check if the event was for the return key
if( e.GetCode() == VK_RETURN )
{
// respond to CTRL + SHIFT + RETURN key press event
if( wnd.kbd.KeyIsPressed(VK_CONTROL)
&& wnd.kbd.KeyIsPressed(VK_SHIFT) )
{
// handle event or boolean or whatever
isStarted = true;
}
}
}
}
TBH I would use a game framework like SFML over whatever you're using (Chili Framework?)
Here, like in your code, the object 'wnd' is of type that has publicly accessible data member 'kbd'.
The 'kbd' is in turn of type that has public member functions (like KeyIsPressed() or size() ).
The member-of operator has left to right evaluation order (like iostream's <<), i.e.
1 2 3
wnd.kbd.KeyIsPressed( VK_RETURN )
// is same as
(wnd.kbd).KeyIsPressed( VK_RETURN )