Sorry about being impatient, but I really need an answer to this. I'm
working on a game engine for Shoes, and it could benefit us all.

On Mon, Jul 6, 2009 at 11:40 AM, Devyn Cairns<[email protected]> wrote:
> Thank you! The only problem with that is that it won't recognize two
> keys at once, and that is something to do with Shoes' keypress. I need
> to be able to detect both at once, so I need a native keydown.
>
> To _why, I think this would be even easier to put in than the original
> keypress was! Keydown/keyup is generally easier, isn't it?
>
> On Sun, Jul 5, 2009 at 10:12 AM, Ehsanul Hoque<[email protected]> wrote:
>> Oops, that para in the animate block makes it a bit slow sometimes, get rid
>> of that (was just for some troubleshooting). I'm talking about the 8th line
>> in the code.
>>
>> ________________________________
>> Subject: RE: keydown?
>> From: [email protected]
>> Date: Sun, 5 Jul 2009 17:06:38 +0000
>> To: [email protected]
>>
>> I've cooked up a hack that pretty much works. It's implemented in terms of
>> keypress events, relying on the fact that when you hold a key down, keypress
>> events are sent every 0.1s or so (at most), except the keypress after the
>> initial event/press, which takes 0.5 seconds to be sent (these figures are
>> on my machine anyways, for a barebones shoes app, you can adjust values
>> according to yours).
>>
>> The code takes account of the pause after the initial event, with the
>> disadvantage being that if you just press the button, it will assume it has
>> been held for a full 0.505 seconds. Which may be totally acceptable for a
>> lot of use cases. The other choice in this hack would be to wait for the
>> rapid events, but that would make it feel very sluggish.
>>
>> Also, I'm sure this could be abstracted out to look more like what you
>> wanted, a function where you passed in the key, but I leave that as an
>> exercise to someone who needs it. Here's the code:
>>
>> Shoes.app do
>>   @info = para ''
>>   @s = stack
>>   @t = Time.now
>>   animate( 10 ) do
>>     if up_pressed?
>>       @info.replace "You pressed UP!!!"
>>       @s.append { para "up - ", Time.now.to_f%100, " - ", @t.to_f%100 } #
>> Check these paras to see the reason for problems
>>     else
>>       @info.replace "C'mon, you know you wanna press the up button, just do
>> it already"
>>     end
>>   end
>>   keypress do |key|
>>     if key.inspect == ':up' and Time.now - @t < 0.15
>>       # Continued press, where keypress events are fired off every ~0.1s
>>       @t = Time.now
>>     elsif key.inspect == ':up' and Time.now - @t >= 0.15
>>       # Initial press, which will followed by a second keypress event after
>> ~0.5s pause, if held down, hence the delay
>>       @t = Time.now + 0.505
>>     end
>>   end
>>   def up_pressed?
>>     # If the following statement is true, the up button is probably being
>> held down, since the last even fired less than 0.15s ago
>>     Time.now - @t < 0.15
>>   end
>> end
>>
>> And this code should provide the timing of keypress events, in case they're
>> different for your hardware (also the events are slower if lots of things
>> are going on I guess, so you'd have to adjust the 0.15 values):
>>
>> Shoes.app do
>>   @t = Time.now
>>   keypress do |key|
>>     para "\n" if Time.now - @t > 0.15
>>     para Time.now - @t
>>     @t = Time.now
>>   end
>> end
>>
>>
>>> Subject: keydown?
>>> From: [email protected]
>>> To: [email protected]
>>> Date: Sat, 4 Jul 2009 10:16:27 -0700
>>>
>>> I want to be able to do this:
>>>
>>> kd = false
>>> animate 24 do
>>> kd = keydown?(:up)
>>> end
>>>
>>> Can we have keydown in some form or another?
>>>
>>> --
>>> ~devyn
>>
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>
>
>
> --
>    ~devyn
>



-- 
    ~devyn

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