lwjglkeyinput.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 146 行
JAVA
146 行
/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme.input.lwjgl;
import java.util.Arrays;
import java.util.logging.Level;
import java.util.logging.Logger;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import com.jme.input.KeyInput;
import com.jme.input.KeyInputListener;
/**
* <code>LWJGLKeyInput</code> uses the LWJGL API to access the keyboard.
* The LWJGL make use of the native interface for the keyboard.
* @author Mark Powell
* @version $Id: LWJGLKeyInput.java,v 1.17 2007/08/17 20:57:30 nca Exp $
*/
public class LWJGLKeyInput extends KeyInput {
private static final Logger logger = Logger.getLogger(LWJGLKeyInput.class
.getName());
private boolean[] keyState;
/**
* Constructor instantiates a new <code>LWJGLKeyInput</code> object. During
* instantiation, the keyboard is created.
*
*/
protected LWJGLKeyInput() {
try {
Keyboard.create();
keyState = new boolean[Keyboard.KEYBOARD_SIZE];
} catch (Exception e) {
logger.log(Level.WARNING, "Could not create keyboard.", e);
}
}
/**
* <code>isKeyDown</code> returns true if the provided key code is pressed,
* false otherwise.
* @see com.jme.input.KeyInput#isKeyDown(int)
*/
public boolean isKeyDown(int key) {
return keyState[key];
}
/**
* <code>getKeyName</code> returns the string representation of the key
* code.
* @see com.jme.input.KeyInput#getKeyName(int)
*/
public String getKeyName(int key) {
return Keyboard.getKeyName(key);
}
/**
* <code>getKeyIndex</code> returns the value of the key name
* @param name the name of the key
* @return the value of the key
*/
public int getKeyIndex( String name) {
return Keyboard.getKeyIndex( name);
}
/**
* <code>update</code> updates the keyboard buffer.
* @see com.jme.input.KeyInput#update()
*/
public void update() {
/** Polling is done in {@link org.lwjgl.opengl.Display#update()} */
if (Display.isActive()) {
while ( Keyboard.next() ) {
char c = Keyboard.getEventCharacter();
int keyCode = Keyboard.getEventKey();
boolean pressed = Keyboard.getEventKeyState();
keyState[keyCode] = pressed;
if(listeners != null && listeners.size() > 0) {
for ( int i = 0; i < listeners.size(); i++ ) {
KeyInputListener listener = listeners.get( i );
listener.onKey( c, keyCode, pressed );
}
}
}
}
else {
// clear events - could use a faster method in lwjgl here...
while ( Keyboard.next() ) {
//nothing
}
}
}
/**
* <code>destroy</code> cleans up the keyboard for use by other programs.
* @see com.jme.input.KeyInput#destroy()
*/
public void destroy() {
Keyboard.destroy();
}
@Override
public void clear() {
Arrays.fill(keyState, false);
}
@Override
public void clearKey(int keycode) {
keyState[keycode] = false;
}
}
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