我一直在研究一种将LWJGL用于输入系统的方法。我在检测它是单按还是按住时遇到问题。点击时会触发两次,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对其进行了修改。你去,修改后的版本。 (Dammit,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");
}
}
答案 0 :(得分:3)
我知道自从提出这个问题以来已经有一段时间了,但我自己想出了一个解决方案。我的InputHelper
可让您确定是按下,释放还是按下按键或鼠标按钮,并且可以从任何其他类访问,而无需初始化和共享相同的实例。
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。如果存在按钮或按键事件,则更新时,更新功能会将该按钮/按键的相应数组中的值设置为某个枚举。然后,下次更新时,它会将所有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();
}
}
必须手动更新每一帧,因此您的主绘制循环应该像这样添加InputHelper.update();
行:
while(!Display.isCloseRequested()) {
InputHelper.update(); //Should go before other code that uses the inputs
//Rest of code here
}
一旦你设置了更新每一帧,你可以在任何需要的地方使用它来确定鼠标或键按钮的输入状态,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");