TL;DR: you can use GetAsyncKeyState for checking if a key is currently down, but for best application responsiveness to key presses and releases, you want to use the Win32 pipeline code near the bottom of my post.
GetAsyncKeyState works perfectly fine for determining if a key is currently down, but in terms of determining whether a key was first pressed or released and how many times this was done, GetAsyncKeyState misses keystrokes in a CPU-intensive application, even after storing the previous key state.
This was what I tried:
static const unsigned int NumberOfKeys = 256U;
bool previousKeyboardState[NumberOfKeys];
//Get the current state of each key as the application starts to ensure that keys held down beforehand are not processed as pressed keys.
for (unsigned int keyNum = 0U; keyNum < NumberOfKeys; ++keyNum)
{
previousKeyboardState[keyNum] = isKeyDown(keyNum);
}
//Works fine.
bool isKeyDown(int key)
{
return (GetAsyncKeyState(key) & (1 << 16));
}
//Misses key presses when application is bogged down.
bool isKeyFirstPressed(int key)
{
bool previousState = previousKeyboardState[key];
previousKeyboardState[key] = isKeyDown(key);
return (previousKeyboardState[key] && !previousState);
}
//Misses key releases when application is bogged down.
bool isKeyFirstReleased(int key)
{
bool previousState = previousKeyboardState[key];
previousKeyboardState[key] = isKeyDown(key);
return (!previousKeyboardState[key] && previousState);
}
//Example usage:
if (isKeyDown(VK_W))
{
//W key.
}
if (isKeyFirstReleased(VK_SNAPSHOT))
{
//Print screen.
}
GetKeyboardState is no good either, as it does not keep track of the number of key presses or releases. As Erik Philips said in his answer, these are unbuffered solutions, which are no good if you are e.g. writing a game. You would have to process all keystrokes faster than they are received.
Now, my code above works decently well, and may be suitable for many people, but I much prefer not to miss a single keystroke. I hate using applications that are unresponsive. I think the best solution for Win32 applications is to catch WM_KEYDOWN and WM_KEYUP messages in the pipeline and process them. What's nice is that WM_KEYDOWN also provides an auto-repeat count, which could be useful for applications that support entering text (e.g. chat, IDE's, etc.). This also adds a slight complication, which is mentioned in the WM_KEYDOWN documentation:
Because of the autorepeat feature, more than one WM_KEYDOWN message
may be posted before a WM_KEYUP message is posted. The previous key
state (bit 30) can be used to determine whether the WM_KEYDOWN message
indicates the first down transition or a repeated down transition.
There are also Windows keyboard hooks you could look into, but those are more difficult to use. They're good for receiving global key presses though.