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  Any Key Pressed  (Read 1264 times)
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Offline Mojomonkey

Senior Member




ooh ooh eee eeee


« Posted 2003-06-17 16:29:54 »

Looking at the javadoc I don't see a way to see if there is a keypress without explicitly checking a keycode. I'm not using buffered mode. What I would like to do is something like...

Keyboard.isKeyDown(KEY_ANYKEY);

is this possible and I'm just missing something. If it isn't possible any chance it will become possible?

thanks.

Don't send a man to do a monkey's work.
Offline Matzon
« League of Dukes »

JGO Knight


Medals: 13
Projects: 2


I'm gonna wring your pants!


« Reply #1 - Posted 2003-06-17 16:37:05 »

uhm

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Keyboard.poll();
      if(Keyboard.isKeyDown(Keyboard.KEY_A)) {
    ... //do stuff
}


should do fine?

Offline Mojomonkey

Senior Member




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« Reply #2 - Posted 2003-06-17 16:41:57 »

uhm yourself.

That only returns true if 'A' is pressed. I want an option that returns true if any key is pressed, false if no keys are pressed.

Don't send a man to do a monkey's work.
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Offline princec
« League of Dukes »

JGO Kernel


Medals: 195
Projects: 3


Eh? Who? What? ... Me?


« Reply #3 - Posted 2003-06-17 16:46:15 »

Just do:
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boolean keyPressed = false;
for (int i = 0; i < 255; i ++) {
if (Keyboard.isKeyDown(i)) {
keyPressed = true;
break;
}
}


That's all you need to do. Nothing clunky about it at all either. We don't need to do it in LWJGL, because it's beyond our remit.

Cas Smiley

Offline Mojomonkey

Senior Member




ooh ooh eee eeee


« Reply #4 - Posted 2003-06-17 16:48:24 »

ok, that's what I was doing now, just wanted to see if I could move some code out.  Wink

Thanks.

Don't send a man to do a monkey's work.
Offline psiegel

Junior Member




Adamant about gaming.


« Reply #5 - Posted 2003-06-17 16:59:39 »

You could also switch from polling to buffered keyboard input.

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Keyboard.create();
Keyboard.enableBuffer();

...

Keyboard.read();
while (Keyboard.next()) {
  if (Keyboard.state) {
    // A key has been pressed    
   // Don't break out of while loop, we need to eat
   // all the keyboard events to empty the buffer.
 }
}

Paul Siegel
Adamant Games, Inc.
http://www.adamantgames.com
Offline Mojomonkey

Senior Member




ooh ooh eee eeee


« Reply #6 - Posted 2003-06-17 17:03:17 »

In my current implementation it is better for me to drop some keys over taking the time to check all of them. I originally had it buffered, but a single key press would add too many instances of a keypress. I found that just polling and checking for the key allowed me to drop extraneous key presses without the user noticing.

Don't send a man to do a monkey's work.
Offline Matzon
« League of Dukes »

JGO Knight


Medals: 13
Projects: 2


I'm gonna wring your pants!


« Reply #7 - Posted 2003-06-17 18:29:00 »

Quote
uhm yourself.

DOH! - misread your post Roll Eyes

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