Author Topic: KEYPRESS() and KEYRELEASE()  (Read 4686 times)

Offline S. P. Gardebiter

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KEYPRESS() and KEYRELEASE()
« on: 2010-Mar-19 »
It would be nice to have KEYPRESS() and KEYRELEASE() commands.

And yeah, I know that you can do it yourself with code. ;)
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Offline Schranz0r

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Re: KEYPRESS() and KEYRELEASE()
« Reply #1 on: 2010-Mar-20 »
*SIGN*!  :good:
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Offline Beginner

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Re: KEYPRESS() and KEYRELEASE()
« Reply #2 on: 2013-Sep-15 »
I know this request is very old, but i think the problem is still present, right? I agree to the request that something like keypress() and keyrelease() would be very helpful. Or at least something like keyhit() and keydown()

« Last Edit: 2013-Sep-15 by Beginner »

Offline Ian Price

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Re: KEYPRESS() and KEYRELEASE()
« Reply #3 on: 2013-Sep-15 »
I've never really seen a need for either of these. Just use a keypress timer to prevent or allow multiple/timed keypresses.

eg
Code: (glbasic) [Select]
// Prevent multiple key presses
IF KEY(XX) AND press=0
 blah blah
 press=10
ENDIF

IF press>0 then DEC PRESS

Code: (glbasic) [Select]
// Timed key
IF KEY(XX) THEN INC held

IF held>YY THEN dosomething.

You could even roll them into your own functions.

I came. I saw. I played.

Offline Schranz0r

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Re: KEYPRESS() and KEYRELEASE()
« Reply #4 on: 2013-Sep-15 »
My version.
Just take 10 min to make, hope there are no bugs...


Code: (glbasic) [Select]
// --------------------------------- //
// Project: KeyEvents
// Start: Sunday, September 15, 2013
// IDE Version: 11.414


// SETCURRENTDIR("Media") // go to media files


TYPE TKey

keyID%
status% //nothing = 0, down = 1, released = -1

FUNCTION isDown:
IF self.status = 1
RETURN TRUE
ENDIF
ENDFUNCTION

FUNCTION isReleased:
IF self.status = -1
RETURN TRUE
ENDIF
ENDFUNCTION

ENDTYPE

GLOBAL KEYBOARD[] AS TKey

 
LOCAL count1, count2

InitKeyboard()

WHILE TRUE

IF KEYBOARD[57].isDown()
PRINT "SPACEBAR IS DOWN!",10,10
ENDIF

IF KEYBOARD[57].isReleased()
INC count1
ENDIF


PRINT "Spacebar Release-Count: "+count1, 10,20


IF KEYBOARD[28].isDown()
PRINT "ENTER IS DOWN!",10,50
ENDIF

IF KEYBOARD[28].isReleased()
INC count2
ENDIF


PRINT "ENTER Release-Count: "+count2, 10,60


ExamineKeyboard()
SHOWSCREEN
WEND
END


FUNCTION InitKeyboard:
FOR i = 0 TO 211

LOCAL k AS TKey
k.keyID = i
DIMPUSH KEYBOARD[], k
NEXT
ENDFUNCTION

FUNCTION ExamineKeyboard:

FOREACH k IN KEYBOARD[]
LOCAL _down = KEY(k.keyID)

IF k.status = 0 AND _down = FALSE THEN CONTINUE // nothing to do here! Next one pls! :D

IF k.status = 1 AND _down
CONTINUE //still active ( hold the key down ) I'm out,nothing to do here
ELSE
//OK, some work here
IF k.status = 0 AND _down = TRUE
k.status = 1
CONTINUE
ENDIF
IF k.status = 1 AND _down = FALSE
k.status = -1
CONTINUE
ENDIF

IF k.status = -1 AND _down = FALSE
k.status = 0
CONTINUE
ENDIF

ENDIF

NEXT

ENDFUNCTION
« Last Edit: 2013-Sep-15 by Schranz0r »
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Offline Beginner

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Re: KEYPRESS() and KEYRELEASE()
« Reply #5 on: 2013-Sep-21 »
thank you, I will check if this meets my requirements.

Offline mentalthink

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Re: KEYPRESS() and KEYRELEASE()
« Reply #6 on: 2013-Sep-21 »
My Code

Code: (glbasic) [Select]
global RR=0

static lock_Pressed
if key(X) and RR=0 then lock_Pressed = true
 if lock_Pressed=true
  do something
endif
 if key(no X) and RR=0 then lock_Pressed=false

//Release
if key(Y)
 I do something
endif

I think this have to works, else I burn in the Hells  =D =D =D

MrTAToad

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Re: KEYPRESS() and KEYRELEASE()
« Reply #7 on: 2013-Sep-23 »
TSetup uses :

Code: (glbasic) [Select]
if (tempB1)
{
if (mouse[loop].state[LBUTTON]==false)
{
mouse[loop].state[LBUTTON]=true;
mouse[loop].hits[LBUTTON]++;
}
}
else
{
mouse[loop].state[LBUTTON]=false;
}

if (tempB2)
{
if (mouse[loop].state[RBUTTON]==false)
{
mouse[loop].state[RBUTTON]=true;
mouse[loop].hits[RBUTTON]++;
}
}
else
{
mouse[loop].state[RBUTTON]=false;
}