Module: MiniGL::KB
- Defined in:
- lib/minigl/global.rb
Overview
Exposes methods for controlling keyboard and gamepad events.
Class Method Summary collapse
-
.initialize ⇒ Object
This is called by
GameWindow.initialize
. -
.key_down?(key) ⇒ Boolean
Returns whether the given key is down in the current frame.
-
.key_held?(key) ⇒ Boolean
Returns whether the given key is being held down.
-
.key_pressed?(key) ⇒ Boolean
Returns whether the given key is down in the current frame and was not down in the frame before.
-
.key_released?(key) ⇒ Boolean
Returns whether the given key is not down in the current frame but was down in the frame before.
-
.update ⇒ Object
Updates the state of all keys.
Class Method Details
.initialize ⇒ Object
This is called by GameWindow.initialize
. Don’t call it explicitly.
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# File 'lib/minigl/global.rb', line 265 def initialize @keys = [ Gosu::KB_A, Gosu::KB_B, Gosu::KB_C, Gosu::KB_D, Gosu::KB_E, Gosu::KB_F, Gosu::KB_G, Gosu::KB_H, Gosu::KB_I, Gosu::KB_J, Gosu::KB_K, Gosu::KB_L, Gosu::KB_M, Gosu::KB_N, Gosu::KB_O, Gosu::KB_P, Gosu::KB_Q, Gosu::KB_R, Gosu::KB_S, Gosu::KB_T, Gosu::KB_U, Gosu::KB_V, Gosu::KB_W, Gosu::KB_X, Gosu::KB_Y, Gosu::KB_Z, Gosu::KB_1, Gosu::KB_2, Gosu::KB_3, Gosu::KB_4, Gosu::KB_5, Gosu::KB_6, Gosu::KB_7, Gosu::KB_8, Gosu::KB_9, Gosu::KB_0, Gosu::KB_NUMPAD_1, Gosu::KB_NUMPAD_2, Gosu::KB_NUMPAD_3, Gosu::KB_NUMPAD_4, Gosu::KB_NUMPAD_5, Gosu::KB_NUMPAD_6, Gosu::KB_NUMPAD_7, Gosu::KB_NUMPAD_8, Gosu::KB_NUMPAD_9, Gosu::KB_NUMPAD_0, Gosu::KB_F1, Gosu::KB_F2, Gosu::KB_F3, Gosu::KB_F4, Gosu::KB_F5, Gosu::KB_F6, Gosu::KB_F7, Gosu::KB_F8, Gosu::KB_F9, Gosu::KB_F10, Gosu::KB_F11, Gosu::KB_F12, Gosu::KB_APOSTROPHE, Gosu::KB_BACKSLASH, Gosu::KB_BACKSPACE, Gosu::KB_BACKTICK, Gosu::KB_COMMA, Gosu::KB_DELETE, Gosu::KB_DOWN, Gosu::KB_END, Gosu::KB_ENTER, Gosu::KB_EQUALS, Gosu::KB_ESCAPE, Gosu::KB_HOME, Gosu::KB_INSERT, Gosu::KB_ISO, Gosu::KB_LEFT, Gosu::KB_LEFT_ALT, Gosu::KB_LEFT_BRACKET, Gosu::KB_LEFT_CONTROL, Gosu::KB_LEFT_META, Gosu::KB_LEFT_SHIFT, Gosu::KB_MINUS, Gosu::KB_NUMPAD_DIVIDE, Gosu::KB_NUMPAD_MINUS, Gosu::KB_NUMPAD_MULTIPLY, Gosu::KB_NUMPAD_PLUS, Gosu::KB_PAGE_DOWN, Gosu::KB_PAGE_UP, Gosu::KB_PERIOD, Gosu::KB_RETURN, Gosu::KB_RIGHT, Gosu::KB_RIGHT_ALT, Gosu::KB_RIGHT_BRACKET, Gosu::KB_RIGHT_CONTROL, Gosu::KB_RIGHT_META, Gosu::KB_RIGHT_SHIFT, Gosu::KB_SEMICOLON, Gosu::KB_SLASH, Gosu::KB_SPACE, Gosu::KB_TAB, Gosu::KB_UP, Gosu::GP_0_BUTTON_0, Gosu::GP_0_BUTTON_1, Gosu::GP_0_BUTTON_2, Gosu::GP_0_BUTTON_3, Gosu::GP_0_BUTTON_4, Gosu::GP_0_BUTTON_5, Gosu::GP_0_BUTTON_6, Gosu::GP_0_BUTTON_7, Gosu::GP_0_BUTTON_8, Gosu::GP_0_BUTTON_9, Gosu::GP_0_BUTTON_10, Gosu::GP_0_BUTTON_11, Gosu::GP_0_BUTTON_12, Gosu::GP_0_BUTTON_13, Gosu::GP_0_BUTTON_14, Gosu::GP_0_BUTTON_15, Gosu::GP_0_DOWN, Gosu::GP_0_LEFT, Gosu::GP_0_RIGHT, Gosu::GP_0_UP, Gosu::GP_1_BUTTON_0, Gosu::GP_1_BUTTON_1, Gosu::GP_1_BUTTON_2, Gosu::GP_1_BUTTON_3, Gosu::GP_1_BUTTON_4, Gosu::GP_1_BUTTON_5, Gosu::GP_1_BUTTON_6, Gosu::GP_1_BUTTON_7, Gosu::GP_1_BUTTON_8, Gosu::GP_1_BUTTON_9, Gosu::GP_1_BUTTON_10, Gosu::GP_1_BUTTON_11, Gosu::GP_1_BUTTON_12, Gosu::GP_1_BUTTON_13, Gosu::GP_1_BUTTON_14, Gosu::GP_1_BUTTON_15, Gosu::GP_1_DOWN, Gosu::GP_1_LEFT, Gosu::GP_1_RIGHT, Gosu::GP_1_UP, Gosu::GP_2_BUTTON_0, Gosu::GP_2_BUTTON_1, Gosu::GP_2_BUTTON_2, Gosu::GP_2_BUTTON_3, Gosu::GP_2_BUTTON_4, Gosu::GP_2_BUTTON_5, Gosu::GP_2_BUTTON_6, Gosu::GP_2_BUTTON_7, Gosu::GP_2_BUTTON_8, Gosu::GP_2_BUTTON_9, Gosu::GP_2_BUTTON_10, Gosu::GP_2_BUTTON_11, Gosu::GP_2_BUTTON_12, Gosu::GP_2_BUTTON_13, Gosu::GP_2_BUTTON_14, Gosu::GP_2_BUTTON_15, Gosu::GP_2_DOWN, Gosu::GP_2_LEFT, Gosu::GP_2_RIGHT, Gosu::GP_2_UP, Gosu::GP_3_BUTTON_0, Gosu::GP_3_BUTTON_1, Gosu::GP_3_BUTTON_2, Gosu::GP_3_BUTTON_3, Gosu::GP_3_BUTTON_4, Gosu::GP_3_BUTTON_5, Gosu::GP_3_BUTTON_6, Gosu::GP_3_BUTTON_7, Gosu::GP_3_BUTTON_8, Gosu::GP_3_BUTTON_9, Gosu::GP_3_BUTTON_10, Gosu::GP_3_BUTTON_11, Gosu::GP_3_BUTTON_12, Gosu::GP_3_BUTTON_13, Gosu::GP_3_BUTTON_14, Gosu::GP_3_BUTTON_15, Gosu::GP_3_DOWN, Gosu::GP_3_LEFT, Gosu::GP_3_RIGHT, Gosu::GP_3_UP, ] @down = [] @prev_down = [] @held_timer = {} @held_interval = {} end |
.key_down?(key) ⇒ Boolean
Returns whether the given key is down in the current frame.
Parameters:
- key
-
Code of the key to be checked. The available codes are all the constants in
Gosu
started withKB_
.
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# File 'lib/minigl/global.rb', line 360 def key_down?(key) @down.index(key) end |
.key_held?(key) ⇒ Boolean
Returns whether the given key is being held down. See GameWindow.initialize
for details.
Parameters:
- key
-
Code of the key to be checked. The available codes are all the constants in
Gosu
started withKB_
.
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# File 'lib/minigl/global.rb', line 380 def key_held?(key) @held_interval[key] == G.kb_held_interval end |
.key_pressed?(key) ⇒ Boolean
Returns whether the given key is down in the current frame and was not down in the frame before.
Parameters:
- key
-
Code of the key to be checked. The available codes are all the constants in
Gosu
started withKB_
.
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# File 'lib/minigl/global.rb', line 351 def key_pressed?(key) @prev_down.index(key).nil? and @down.index(key) end |
.key_released?(key) ⇒ Boolean
Returns whether the given key is not down in the current frame but was down in the frame before.
Parameters:
- key
-
Code of the key to be checked. The available codes are all the constants in
Gosu
started withKB_
.
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# File 'lib/minigl/global.rb', line 370 def key_released?(key) @prev_down.index(key) and @down.index(key).nil? end |
.update ⇒ Object
Updates the state of all keys.
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# File 'lib/minigl/global.rb', line 318 def update @held_timer.each do |k, v| if v < G.kb_held_delay; @held_timer[k] += 1 else @held_interval[k] = 0 @held_timer.delete k end end @held_interval.each do |k, v| if v < G.kb_held_interval; @held_interval[k] += 1 else; @held_interval[k] = 0; end end @prev_down = @down.clone @down.clear @keys.each do |k| if G.window. k @down << k @held_timer[k] = 0 if @prev_down.index(k).nil? elsif @prev_down.index(k) @held_timer.delete k @held_interval.delete k end end end |