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keyboard.lua
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keyboard.lua
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--[[
keyboard abstraction;
handles key input on a per-frame basis
prevents missing input from polling by queuing inputs from callbacks
allows checking how long something has been pressed or released (in seconds)
]]
local keyboard = class({
name = "keyboard"
})
--the keys we care about
keyboard.all_keys = {
--anum
"a",
"b",
"c",
"d",
"e",
"f",
"g",
"h",
"i",
"j",
"k",
"l",
"m",
"n",
"o",
"p",
"q",
"r",
"s",
"t",
"u",
"v",
"w",
"x",
"y",
"z",
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"0",
--whitespace
"return",
"escape",
"backspace",
"tab",
"space",
--misc letters
"-",
"=",
"[",
"]",
"\\",
"nonus#",
";",
"'",
"`",
",",
".",
"/",
"capslock",
--function keys
"f1",
"f2",
"f3",
"f4",
"f5",
"f6",
"f7",
"f8",
"f9",
"f10",
"f11",
"f12",
"f13",
"f14",
"f15",
"f16",
"f17",
"f18",
"f19",
"f20",
"f21",
"f22",
"f23",
"f24",
--special
"lctrl",
"lshift",
"lalt",
"lgui",
"rctrl",
"rshift",
"ralt",
"rgui",
"printscreen",
"scrolllock",
"pause",
"insert",
"home",
"numlock",
"pageup",
"delete",
"end",
"pagedown",
--arrows
"right",
"left",
"down",
"up",
--numblock
"kp/",
"kp*",
"kp-",
"kp+",
"kp=",
"kpenter",
"kp1",
"kp2",
"kp3",
"kp4",
"kp5",
"kp6",
"kp7",
"kp8",
"kp9",
"kp0",
"kp.",
--unknown key
"unknown"
}
function keyboard:new()
self.key_data = {}
self:clear()
end
function keyboard:update(dt)
for _, v in ipairs(self.all_keys) do
local d = self.key_data[v]
if #d.events > 0 then
local e = table.remove(d.events, 1)
if e == "pressed" then
d.time = 1
elseif e == "released" then
d.time = -1
end
else
d.time = d.time + dt * math.sign(d.time)
end
end
end
--callbacks
function keyboard:keypressed(key)
local d = self.key_data[key]
if d == nil then --unknown keys
return
end
table.insert(d.events, "pressed")
end
function keyboard:keyreleased(key)
local d = self.key_data[key]
if d == nil then --unknown keys
return
end
table.insert(d.events, "released")
end
--clear the key states to all-released (handy on state transition)
function keyboard:clear(v)
if v then
self.key_data[v] = {
time = -1,
events = {},
}
else
for _, v in ipairs(self.all_keys) do
self:clear(v)
end
end
end
function keyboard:_raw_time(key)
local d = self.key_data[key]
return d and d.time or 0
end
--get the time a key has been pressed for
--or -1 if the key is not pressed
function keyboard:pressed_time(key)
local t = self:_raw_time(key)
if t == nil or t < 0 then
return -1
end
return t - 1
end
--get the time a key has been released for
--or -1 if the key is not released
function keyboard:released_time(key)
local t = self:_raw_time(key)
if t == nil or t > 0 then
return -1
end
return (t * -1) - 1
end
--return true if a key is currently pressed
function keyboard:pressed(key)
return self:pressed_time(key) >= 0
end
--return true if a key is currently released
function keyboard:released(key)
return self:released_time(key) >= 0
end
--return true if a key was just pressed (this frame)
function keyboard:just_pressed(key)
return self:pressed_time(key) == 0
end
--return true if a key was just released (this frame)
function keyboard:just_released(key)
return self:released_time(key) == 0
end
--"any" key
function keyboard:any_pressed()
for _, k in ipairs(self.all_keys) do
if self:pressed(k) then
return true
end
end
return false
end
function keyboard:any_just_pressed()
for _, k in ipairs(self.all_keys) do
if self:just_pressed(k) then
return true
end
end
return false
end
return keyboard