GLLib: GLLib : Keypad System

GLLib

GLLib : Keypad System
[GLLib]

key input method More...


Modules

 Vars for Key Accumulation
 Used only if GLLibConfig.useKeyAccumulation == true.
 Vars without Key Accumulation
 Used only if GLLibConfig.useKeyAccumulation == false.
 GLKey
static void Game_KeyClearKeyCode ()
 clear all the key code . no key input will be valid until you define new key association using Game_keySetKeyCode
static void Game_KeySetKeyCode (boolean gameAction, int keyCode, int key)
 set the keycode for a specific key
static int IsAnyKeyDown ()
 Is there any key that is being held.
static boolean IsKeyDown (int keyFlag)
 Query a key to know if its down/pressed.
static boolean IsKeyUp (int keyFlag)
 Query a key to know if its up/unpressed.
void keyPressed (int keyCode)
 Key pressed method.
void keyReleased (int keyCode)
 Key released.
static void ResetAKey (int keyFlag)
 Reset one key to unpressed state.
static void ResetKey ()
 Reset all keys to unpressed.
static int WasAnyKeyPressed ()
 Was there any key just pressed.
static int WasAnyKeyReleased ()
 Was there any key just released.
static boolean WasKeyPressed (int keyFlag)
 Was there a key just pressed.
static boolean WasKeyReleased (int keyFlag)
 Was there a key just released.

Detailed Description

key input method


Function Documentation

static void Game_KeyClearKeyCode (  )  [static, inherited]

clear all the key code . no key input will be valid until you define new key association using Game_keySetKeyCode

static void Game_KeySetKeyCode ( boolean  gameAction,
int  keyCode,
int  key 
) [static, inherited]

set the keycode for a specific key

Parameters:
gameAction set to true if the key code is related to a game action.
keyCode keycode to associate.(eg Canvas.LEFT for example)
key to associate with this key code. (eg GLKey.k_left for example)

static int IsAnyKeyDown (  )  [static, inherited]

Is there any key that is being held.

Returns:
GLKey.k_invalid if no key is held, the correct GLKey value otherwise.

static boolean IsKeyDown ( int  keyFlag  )  [static, inherited]

Query a key to know if its down/pressed.

Parameters:
keyFlag Key to query.
Returns:
Boolean value, true if the key is down/pressed.

static boolean IsKeyUp ( int  keyFlag  )  [static, inherited]

Query a key to know if its up/unpressed.

Parameters:
keyFlag Key to query.
Returns:
Boolean value, true if the key is up/unpressed.

void keyPressed ( int  keyCode  )  [protected, inherited]

Key pressed method.

Called when a key is pressed.

Parameters:
keyCode Key Code from the device. To be translated to GLLib constants.
See also:
Canvas.keyPressed

void keyReleased ( int  keyCode  )  [protected, inherited]

Key released.

Callded when a previously pressed key is released.

Parameters:
keyCode Key Code from the device. To be translated to GLLib constants.
See also:
Canvas.keyReleased

static void ResetAKey ( int  keyFlag  )  [static, inherited]

Reset one key to unpressed state.

Parameters:
keyFlag Key to reset state.
Note:
If GLLibConfig.useKeyAccumulation is False, this call is the same as ResetKey.

static void ResetKey (  )  [static, inherited]

Reset all keys to unpressed.

static int WasAnyKeyPressed (  )  [static, inherited]

Was there any key just pressed.

Returns:
GLKey.k_invalid if no key was pressed, the correct GLKey value otherwise.

static int WasAnyKeyReleased (  )  [static, inherited]

Was there any key just released.

Returns:
GLKey.k_invalid if no key was released, the correct GLKey value otherwise.

static boolean WasKeyPressed ( int  keyFlag  )  [static, inherited]

Was there a key just pressed.

Parameters:
keyFlag Key to query.
Returns:
Boolean value, true if the key was just pressed.

static boolean WasKeyReleased ( int  keyFlag  )  [static, inherited]

Was there a key just released.

Parameters:
keyFlag Key to query.
Returns:
Boolean value, true if the key was just released.


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