/ld27

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bzr branch /bzr/ld27
1 by Josh C
zoetrope 1.4
1
-- Class: Keys
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-- This tracks the state of the keyboard, i.e. if a key
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-- was just pressed or released this frame. You can look
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-- up a key either by its name or its Unicode number.
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-- Not all keys sensed have Unicode equivalents (e.g. modifiers
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-- like Control or Alt).
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--
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-- Only one Keys object can be active at one time. The one currently
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-- listening to the keyboard can be accessed globally via <the>.keys.
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--
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-- See http://love2d.org/wiki/KeyConstant for a list of key names.
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-- This class aliases modifiers for you, so that if you want to check
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-- whether either the left or right Control key is pressed, you can check
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-- on 'ctrl' instead of both 'lctrl' and 'rctrl'.
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--
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-- Extends:
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--		<Sprite>
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Keys = Sprite:extend
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{
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	visible = false,
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	-- Property: typed
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	-- This is literally what is being typed during the current frame.
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	-- e.g. if the user holds the shift key and presses the 'a' key,
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	-- this will be set to 'A'. Consult <allPressed()> if you
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	-- want to know what specific keys are being pressed.
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	typed = '',
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	-- private property: _thisFrame
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	-- what keys are pressed this frame
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	-- if you are interested in this, use allPressed() instead
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	_thisFrame = {},
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35 by Josh C
cluke009 zoetrope + my spritebatch changes
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	-- private property: _alreadyHandled
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	-- was the key already processed by the user code since it was pressed?
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	-- Useful for handling repeated keys, check <pressed> and then you can see
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	-- if the key was repeated.
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	_alreadyHandled = {},
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1 by Josh C
zoetrope 1.4
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	-- private property: _lastFrame
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	-- what keys were pressed last frame
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	_lastFrame = {},
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	new = function (self, obj)
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		obj = self:extend(obj)
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		the.keys = obj
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		love.keypressed = function (key, unicode) obj:keyPressed(key, unicode) end
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		love.keyreleased = function (key, unicode) obj:keyReleased(key, unicode) end
35 by Josh C
cluke009 zoetrope + my spritebatch changes
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		love.textinput = function (text) obj:textInput(text) end
1 by Josh C
zoetrope 1.4
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		if obj.onNew then obj:onNew() end
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		return obj
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	end,
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	-- Method: pressed
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	-- Are *any* of the keys passed held down this frame?
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	--
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	-- Arguments:
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	--		string key descriptions passed as individual arguments
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	--
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	-- Returns:
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	-- 		boolean
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	pressed = function (self, ...)
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		local keys = {...}
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		for _, value in pairs(keys) do
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			if STRICT then
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				assert(type(value) == 'string', 'all keys are strings; asked to check a ' .. type(value))
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			end
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			if self._thisFrame[value] then
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				return true
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			end
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		end
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		return false
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	end,
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	-- Method: justPressed
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	-- Are *any* of the keys passed pressed for the first time this frame?
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	--
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	-- Arguments:
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	--		string key descriptions passed as individual arguments
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	--
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	-- Returns:
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	-- 		boolean
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	justPressed = function (self, ...)
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		local keys = {...}
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		for _, value in pairs(keys) do
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			if STRICT then
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				assert(type(value) == 'string', 'all keys are strings; asked to check a ' .. type(value))
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			end
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			if self._thisFrame[value] and not self._lastFrame[value] then
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				return true
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			end
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		end
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		return false
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	end,
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	-- Method: released
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	-- Are *all* of the keys passed not held down this frame?
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	-- 
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	-- Arguments:
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	--		string key descriptions passed as individual arguments
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	--
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	-- Returns:
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	-- 		boolean
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	released = function (self, ...)
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		local keys = {...}
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		for _, value in pairs(keys) do
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			if STRICT then
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				assert(type(value) == 'string', 'all keys are strings; asked to check a ' .. type(value))
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			end
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			if self._thisFrame[value] then
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				return false
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			end
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		end
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		return true
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	end,
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	-- Method: justReleased
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	-- Are *any* of the keys passed released after being held last frame?
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	--
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	-- Arguments:
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	--		string key descriptions passed as individual arguments
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	--
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	-- Returns:
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	-- 		boolean
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	justReleased = function (self, ...)
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		local keys = {...}
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		for _, value in pairs(keys) do
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			if STRICT then
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				assert(type(value) == 'string', 'all keys are strings; asked to check a ' .. type(value))
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			end
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			if self._lastFrame[value] and not self._thisFrame[value] then
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				return true
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			end
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		end
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		return false
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	end,
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	-- Method: allPressed
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	-- Returns all buttons currently pressed this frame.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		string key descriptions; if nothing is pressed, nil
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	allPressed = function (self)
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		local result = {}
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		for key, value in pairs(self._thisFrame) do
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			if value then table.insert(result, key) end
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		end
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		return unpack(result)
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	end,
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	-- Method: allJustPressed
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	-- Returns all keys just pressed this frame.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		string key descriptions; if nothing is just pressed, nil
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	allJustPressed = function (self)
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		local result = {}
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		for key, value in pairs(self._thisFrame) do
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			if value and not self._lastFrame[key] then table.insert(result, key) end
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		end
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		return unpack(result)
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	end,
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	-- Method: allJustReleased
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	-- Returns all keys just released this frame.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		string key descriptions; if nothing is just pressed, nil
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	allJustReleased = function (self)
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		local result = {}
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		for key, value in pairs(self._thisFrame) do
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			if not value and self._lastFrame[key] then table.insert(result, key) end
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		end
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		return unpack(result)
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	end,
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35 by Josh C
cluke009 zoetrope + my spritebatch changes
215
	-- Method: alreadyHandled
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	-- Returns whether this key was already handled since it was pressed.
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	-- Also sets the flag that something was handled, when calling.
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	alreadyHandled = function (self, key)
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		if not self._alreadyHandled[key] then
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			-- mark preemptively as handled
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			self._alreadyHandled[key] = true
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			-- return false, because we need to handle it
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			return false
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		end
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		return true
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	end,
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1 by Josh C
zoetrope 1.4
229
	-- Converts a character code to a Unicode string
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	-- see http://stackoverflow.com/questions/7780179/what-is-the-way-to-represent-a-unichar-in-lua/7799843
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	unicodeChar = function (self, code)
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		if code == nil then return nil end
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		if code < 32 then return string.format('\\x%02x', code) end
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		if code < 126 then return string.char(code) end
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		if code < 65539 then return string.format("\\u%04x", code) end
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		if code < 1114111 then return string.format("\\u%08x", code) end
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	end,
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	-- Connects to the love.keypressed callback
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35 by Josh C
cluke009 zoetrope + my spritebatch changes
242
	keyPressed = function (self, key, isrepeat)
1 by Josh C
zoetrope 1.4
243
		self._thisFrame[key] = true
35 by Josh C
cluke009 zoetrope + my spritebatch changes
244
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		self._alreadyHandled[key] = false
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		--if unicode and unicode >= 0x20 and unicode ~= 127 and unicode < 0x3000 then
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		--	self.typed = self.typed .. self:unicodeChar(unicode)
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		--end
1 by Josh C
zoetrope 1.4
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		-- aliases for modifiers
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		if key == 'rshift' or key == 'lshift' or
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		   key == 'rctrl' or key == 'lctrl' or
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		   key == 'ralt' or key == 'lalt' or
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		   key == 'rmeta' or key == 'lmeta' or
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		   key == 'rsuper' or key == 'lsuper' then
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			self._thisFrame[string.sub(key, 2)] = true
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		end
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	end,
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35 by Josh C
cluke009 zoetrope + my spritebatch changes
261
	-- Connects to the love.textinput callback
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	textInput = function (self, text)
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		self.typed = self.typed .. text
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	end,
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1 by Josh C
zoetrope 1.4
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	-- Connects to the love.keyreleased callback
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	keyReleased = function (self, key, unicode)
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		self._thisFrame[key] = false
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		-- aliases for modifiers
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		if key == 'rshift' or key == 'lshift' or
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		   key == 'rctrl' or key == 'lctrl' or
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		   key == 'ralt' or key == 'lalt' or
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		   key == 'rmeta' or key == 'lmeta' or
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		   key == 'rsuper' or key == 'lsuper' then
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			self._thisFrame[string.sub(key, 2)] = false
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		end
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	end,
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	endFrame = function (self, elapsed)
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		for key, value in pairs(self._thisFrame) do
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			self._lastFrame[key] = value
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		end
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		self.typed = ''
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		Sprite.endFrame(self, elapsed)
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	end,
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	update = function() end
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}