GameLoopKeyboard class
A keyboard input. Has digital buttons corresponding to keyboard keys.
class GameLoopKeyboard extends GameLoopDigitalInput { /** The A key. */ static const A = KeyCode.A; /** The B key. */ static const B = KeyCode.B; /** The C key. */ static const C = KeyCode.C; /** The D key. */ static const D = KeyCode.D; /** The E key. */ static const E = KeyCode.E; /** The F key. */ static const F = KeyCode.F; /** The G key. */ static const G = KeyCode.G; /** The H key. */ static const H = KeyCode.H; /** The I key. */ static const I = KeyCode.I; /** The J key. */ static const J = KeyCode.J; /** The K key. */ static const K = KeyCode.K; /** The L key. */ static const L = KeyCode.L; /** The M key. */ static const M = KeyCode.M; /** The N key. */ static const N = KeyCode.N; /** The O key. */ static const O = KeyCode.O; /** The P key. */ static const P = KeyCode.P; /** The Q key. */ static const Q = KeyCode.Q; /** The R key. */ static const R = KeyCode.R; /** The S key. */ static const S = KeyCode.S; /** The T key. */ static const T = KeyCode.T; /** The U key. */ static const U = KeyCode.U; /** The V key. */ static const V = KeyCode.V; /** The W key. */ static const W = KeyCode.W; /** The X key. */ static const X = KeyCode.X; /** The Y key. */ static const Y = KeyCode.Y; /** The Z key. */ static const Z = KeyCode.Z; /** The Shift key. */ static const SHIFT = KeyCode.SHIFT; /** The Control key. */ static const CTRL = KeyCode.CTRL; /** The Alt key. */ static const ALT = KeyCode.ALT; /** The Space key. */ static const SPACE = KeyCode.SPACE; /** The Zero key. */ static const ZERO = KeyCode.ZERO; /** The One key. */ static const ONE = KeyCode.ONE; /** The Two key. */ static const TWO = KeyCode.TWO; /** The Three key. */ static const THREE = KeyCode.THREE; /** The Four key. */ static const FOUR = KeyCode.FOUR; /** The Five key. */ static const FIVE = KeyCode.FIVE; /** The Six key. */ static const SIX = KeyCode.SIX; /** The Seven key. */ static const SEVEN = KeyCode.SEVEN; /** The Eight key. */ static const EIGHT = KeyCode.EIGHT; /** The Nine key. */ static const NINE = KeyCode.NINE; /** The Tilde key. */ static const TILDE = KeyCode.TILDE; /** The Enter key. */ static const ENTER = KeyCode.ENTER; /** The Up key. */ static const UP = KeyCode.UP; /** The Down key. */ static const DOWN = KeyCode.DOWN; /** The Left key. */ static const LEFT = KeyCode.LEFT; /** The Right key. */ static const RIGHT = KeyCode.RIGHT; static final List<int> _buttonIds = [A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, SHIFT, CTRL, ALT, SPACE, ZERO, ONE, TWO, THREE, FOUR, FIVE, SIX, SEVEN, EIGHT, NINE, TILDE, ENTER, UP, DOWN, LEFT, RIGHT ]; GameLoopKeyboard(gameLoop) : super(gameLoop, _buttonIds); }
Extends
GameLoopDigitalInput > GameLoopKeyboard
Static Properties
const A #
A = KeyCode.A
const ALT #
ALT = KeyCode.ALT
const B #
B = KeyCode.B
const C #
C = KeyCode.C
const CTRL #
CTRL = KeyCode.CTRL
const D #
D = KeyCode.D
const DOWN #
DOWN = KeyCode.DOWN
const E #
E = KeyCode.E
const EIGHT #
EIGHT = KeyCode.EIGHT
const ENTER #
ENTER = KeyCode.ENTER
const F #
F = KeyCode.F
const FIVE #
FIVE = KeyCode.FIVE
const FOUR #
FOUR = KeyCode.FOUR
const G #
G = KeyCode.G
const H #
H = KeyCode.H
const I #
I = KeyCode.I
const J #
J = KeyCode.J
const K #
K = KeyCode.K
const L #
L = KeyCode.L
const LEFT #
LEFT = KeyCode.LEFT
const M #
M = KeyCode.M
const N #
N = KeyCode.N
const NINE #
NINE = KeyCode.NINE
const O #
O = KeyCode.O
const ONE #
ONE = KeyCode.ONE
const P #
P = KeyCode.P
const Q #
Q = KeyCode.Q
const R #
R = KeyCode.R
const RIGHT #
RIGHT = KeyCode.RIGHT
const S #
S = KeyCode.S
const SEVEN #
SEVEN = KeyCode.SEVEN
const SHIFT #
SHIFT = KeyCode.SHIFT
const SIX #
SIX = KeyCode.SIX
const SPACE #
SPACE = KeyCode.SPACE
const T #
T = KeyCode.T
const THREE #
THREE = KeyCode.THREE
const TILDE #
TILDE = KeyCode.TILDE
const TWO #
TWO = KeyCode.TWO
const U #
U = KeyCode.U
const UP #
UP = KeyCode.UP
const V #
V = KeyCode.V
const W #
W = KeyCode.W
const X #
X = KeyCode.X
const Y #
Y = KeyCode.Y
const Z #
Z = KeyCode.Z
const ZERO #
ZERO = KeyCode.ZERO
Constructors
new GameLoopKeyboard(gameLoop) #
GameLoopKeyboard(gameLoop) : super(gameLoop, _buttonIds);
Properties
final Map<int, GameLoopDigitalButton> buttons #
inherited from GameLoopDigitalInput
buttons = new Map<int, GameLoopDigitalButton>()
Methods
void digitalButtonEvent(GameLoopDigitalButtonEvent event) #
inherited from GameLoopDigitalInput
Deliver an input event
void digitalButtonEvent(GameLoopDigitalButtonEvent event) { GameLoopDigitalButton button = buttons[event.buttonId]; if (button == null) { return; } if (event.down) { if (button.down == false) { // Ignore repeated downs. button.framePressed = event.frame; button.timePressed = event.time; } } else { button.frameReleased = event.frame; button.timeReleased = event.time; } }
bool isDown(int buttonId) #
inherited from GameLoopDigitalInput
Is buttonId down this frame?
bool isDown(int buttonId) { GameLoopDigitalButton button = buttons[buttonId]; if (button == null) { return false; } return button.down; }
bool isUp(int buttonId) #
inherited from GameLoopDigitalInput
Is buttonId up this frame?
bool isUp(int buttonId) { GameLoopDigitalButton button = buttons[buttonId]; if (button == null) { return true; } return button.up; }
bool pressed(int buttonId) #
inherited from GameLoopDigitalInput
Was buttonId just pressed down?
bool pressed(int buttonId) { GameLoopDigitalButton button = buttons[buttonId]; if (button == null) { return false; } return button.framePressed == gameLoop.frame; }
bool released(int buttonId) #
inherited from GameLoopDigitalInput
Was buttonId just released?
bool released(int buttonId) { GameLoopDigitalButton button = buttons[buttonId]; if (button == null) { return false; } return button.frameReleased == gameLoop.frame; }
double timePressed(int buttonId) #
inherited from GameLoopDigitalInput
Time buttonId was pressed.
double timePressed(int buttonId) { GameLoopDigitalButton button = buttons[buttonId]; if (button == null) { return 0.0; } return button.timePressed; }
double timeReleased(int buttonId) #
inherited from GameLoopDigitalInput
Time buttonId was released.
double timeReleased(int buttonId) { GameLoopDigitalButton button = buttons[buttonId]; if (button == null) { return 0.0; } return button.timeReleased; }