【问题标题】:Problems with single-tap and press-and-hold with LWJGLLWJGL 的单击和按住问题
【发布时间】:2014-03-23 20:44:00
【问题描述】:

我一直在研究一种将 LWJGL 用于我的输入系统的方法。我在检测它是单按还是按住时遇到问题。当我点击时,该事件会触发两次,而不是一次。

    while(Keyboard.next())
    {
        if(Keyboard.getEventKeyState())
        {
            if(Keyboard.isRepeatEvent())
            {
                //Key held.
                doAction(Keyboard.getEventKey(), true, false);
            }
            else
            {
                //Key pressed
                doAction(Keyboard.getEventKey(), false, false);
            }
        }
        else
        {
            //Fired when key is released.
            doAction(Keyboard.getEventKey(), false, true);
        }
    }

编辑:我已经解决了这个问题并修改了它。给你,修改版。 (该死,Teamviewer..)

/**
 * Updates all mouse info, keys bound, and performs actions.
 */
public static void tick()
{
    mouseButtons[0] = Mouse.isButtonDown(0);
    mouseButtons[1] = Mouse.isButtonDown(1);

    mousePos[0] = Mouse.getX();
    mousePos[1] = Mouse.getY();

    while(Keyboard.next())
    {
        doAction(0, false);
        if(Keyboard.getEventKeyState())
        {
            if(!Keyboard.isRepeatEvent())
            {
                doAction(Keyboard.getEventKey(), false);
            }
        }
        else
        {
            doAction(Keyboard.getEventKey(), true);
        }
    }

    while(Mouse.next())
    {
    }
}

/**
 * Does the associated action for each key. Called automatically from tick.
 * @param key The key to check & perform associated action
 */
public static void doAction(int key, boolean ifReleased)
{
    if(mouseButtons[0])
    {

    }
    if(mouseButtons[1])
    {

    }
    if(key == 2 & !ifReleased)
    {
        System.out.println("a");
    }
    if(Keyboard.isKeyDown(3))
    {
        System.out.println("b");            
    }
}

【问题讨论】:

    标签: java keyboard lwjgl


    【解决方案1】:

    我知道这个问题被问到已经有一段时间了,但我自己想出了一个解决方案。我的InputHelper 可让您确定键或鼠标按钮是否被按下、释放或按住,并且可以从任何其他类访问,而无需初始化和共享它的同一个实例。

    它的工作原理是有 2 个数组,1 个用于鼠标事件,1 个用于键盘事件,每个数组为每个键存储一个枚举值。如果有按钮或键事件,更新时,更新函数将相应数组中该按钮/键的值设置为某个枚举。然后,下次更新时,它将所有按键和按钮事件设置为无事件,并重复该过程,处理任何新事件。

    /*
     * Handles mouse and keyboard input and stores values for keys
     * down, released, or pressed, that can be accessed from anywhere.
     * 
     * To update the input helper, add this line into the main draw loop:
     *  InputHelper.update();
     * 
     * Use as so (can be used from anywhere):
     *  InputHelper.isKeyDown(Keyboard.KEY_SPACE);
     */
    
    import java.util.ArrayList;
    import org.lwjgl.input.*;
    
    /**
     *
     * @author Jocopa3
     */
    public class InputHelper {
        private static InputHelper input = new InputHelper(); //Singleton class instance
    
        private enum EventState {
            NONE,PRESSED,DOWN,RELEASED; 
        }
    
        private ArrayList<EventState> mouseEvents;
        private ArrayList<EventState> keyboardEvents;
    
        public InputHelper(){
            //Mouse initialization
            mouseEvents = new ArrayList<EventState>();
            //Add mouse events to Array list
            for(int i = 0; i < Mouse.getButtonCount(); i++) {
                mouseEvents.add(EventState.NONE);
            }
    
            //Keyboard initialization
            keyboardEvents = new ArrayList<EventState>();
            //Add keyboard events to Array list
            for(int i = 0; i < Keyboard.KEYBOARD_SIZE; i++) {
                keyboardEvents.add(EventState.NONE);
            }
        }
    
        private void Update(){
            resetKeys(); //clear Keyboard events
            //Set Key down events (more accurate than using repeat-event method)
            for(int i = 0; i < Keyboard.KEYBOARD_SIZE;; i++){
                if(Keyboard.isKeyDown(i))
                    keyboardEvents.set(i, EventState.DOWN);
            }
            while(Keyboard.next()){ //Handle all Keyboard events
                int key = Keyboard.getEventKey();
                if(key<0) continue; //Ignore no events
    
                if(Keyboard.getEventKeyState()){
                    if(!Keyboard.isRepeatEvent()){
                        keyboardEvents.set(key, EventState.PRESSED);
                    }
                }else{
                    keyboardEvents.set(key, EventState.RELEASED);
                }
            }
    
    
            resetMouse(); //clear Mouse events
            //Set Mouse down events
            for(int i = 0; i < Mouse.getButtonCount(); i++){
                if(Mouse.isButtonDown(i))
                    mouseEvents.set(i, EventState.DOWN);
            }
            while (Mouse.next()){ //Handle all Mouse events
                int button = Mouse.getEventButton();
                if(button<0) continue; //Ignore no events
                if (Mouse.getEventButtonState()) {
                    mouseEvents.set(button, EventState.PRESSED);
                }else {
                    mouseEvents.set(button, EventState.RELEASED);
                }
            }
        }
    
        //Set all Keyboard events to false
        private void resetKeys(){
            for(int i = 0; i < Keyboard.KEYBOARD_SIZE;; i++) {
                keyboardEvents.set(i, EventState.NONE);
            }
        }
    
        //Set all Mouse events to false
        private void resetMouse(){
            for(int i = 0; i < Mouse.getButtonCount(); i++) {
                mouseEvents.set(i, EventState.NONE);
            }
        }
    
        //Non-static version of methods (Only used in the singleton instance)
        private boolean KeyDown(int key){
            return keyboardEvents.get(key)==EventState.DOWN;
        }
        private boolean KeyPressed(int key){
            return keyboardEvents.get(key)==EventState.PRESSED;
        }
        private boolean KeyReleased(int key){
            return keyboardEvents.get(key)==EventState.RELEASED;
        }
        private boolean MouseButtonDown(int key){
            return mouseEvents.get(key)==EventState.DOWN;
        }
        private boolean MouseButtonPressed(int key){
            return mouseEvents.get(key)==EventState.PRESSED;
        }
        private boolean MouseButtonReleased(int key){
            return mouseEvents.get(key)==EventState.RELEASED;
        }
    
        //Static version of methods (called from anywhere, return singleton instance value)
        public static boolean isKeyDown(int key){
            return input.KeyDown(key);
        }
        public static boolean isKeyPressed(int key){
            return input.KeyPressed(key);
        }
        public static boolean isKeyReleased(int key){
            return input.KeyReleased(key);
        }
        public static boolean isButtonDown(int key){
            return input.MouseButtonDown(key);
        }
        public static boolean isButtonPressed(int key){
            return input.MouseButtonPressed(key);
        }
        public static boolean isButtonReleased(int key){
            return input.MouseButtonReleased(key);
        }
        public static void update(){
            input.Update();
        }
    }
    

    它必须手动更新每一帧,所以你的主绘制循环你应该像这样添加行InputHelper.update();

    while(!Display.isCloseRequested()) {
        InputHelper.update(); //Should go before other code that uses the inputs
    
        //Rest of code here
    }
    

    一旦设置好更新每一帧,您就可以在任何需要确定鼠标或按键输入状态的地方使用它,如下所示:

    //Mouse test    
    if(InputHelper.isButtonPressed(0))
        System.out.println("Left Mouse button pressed");
    if(InputHelper.isButtonDown(0))
        System.out.println("Left Mouse button down");
    if(InputHelper.isButtonReleased(0))
        System.out.println("Left Mouse button released");
    
    //Keyboard Test
    if(InputHelper.isKeyPressed(Keyboard.KEY_SPACE))
        System.out.println("Space key pressed");
    if(InputHelper.isKeyDown(Keyboard.KEY_SPACE))
        System.out.println("Space key down");
    if(InputHelper.isKeyReleased(Keyboard.KEY_SPACE))
        System.out.println("Space key released");
    

    【讨论】:

    • 我希望我能多次投票,这真的帮助了我。感谢您花时间写出所有这些内容。
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