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 >> >> ________________________________ >> Insert movie times and more without leaving Hotmail®. See how. >> ________________________________ >> Windows Live™: Keep your life in sync. Check it out. > > > > -- > ~devyn > -- ~devyn
