Java Code Examples for org.lwjgl.input.Keyboard#next()

The following examples show how to use org.lwjgl.input.Keyboard#next() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: GuiScreenEditKeys.java    From Hyperium with GNU Lesser General Public License v3.0 6 votes vote down vote up
@Override
public void handleInput() throws IOException {
    if (listeningForNewKey) {
        if (Mouse.next()) {
            int button = Mouse.getEventButton();
            if (Mouse.isButtonDown(button)) {
                selected.getKey().setKey(button - 100);
                listeningForNewKey = false;
                changeKey.displayString = "Change key";
                return;
            }
        }

        if (Keyboard.next()) {
            int key = Keyboard.getEventKey();
            if (Keyboard.isKeyDown(key)) {
                selected.getKey().setKey(key);
                listeningForNewKey = false;
                changeKey.displayString = "Change key";
                return;
            }
        }
    }

    super.handleInput();
}
 
Example 2
Source File: Game.java    From FEMultiPlayer-V2 with GNU General Public License v3.0 6 votes vote down vote up
/**
 * Gets the input.
 *
 * @return the input
 */
public static void getInput() {
	Keyboard.poll();
	keys.clear();
	while(Keyboard.next()) {
		KeyboardEvent ke = new KeyboardEvent(Keyboard.getEventKey(), Keyboard.getEventCharacter(),
        Keyboard.isRepeatEvent(), Keyboard.getEventKeyState(), KeyboardEvent.generateModifiers());
		keys.add(ke);
	}
	Mouse.poll();
	mouseEvents.clear();
	while(Mouse.next()) {
		MouseEvent me = new MouseEvent(
				Mouse.getEventX(),
				Mouse.getEventY(),
				Mouse.getEventDWheel(),
				Mouse.getEventButton(),
				Mouse.getEventButtonState());
		mouseEvents.add(me);
	}
}
 
Example 3
Source File: LwjglKeyInput.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
@Override
public void update() {
    if (!context.isRenderable())
        return;
    
    Keyboard.poll();
    while (Keyboard.next()){
        int keyCode = Keyboard.getEventKey();
        char keyChar = Keyboard.getEventCharacter();
        boolean pressed = Keyboard.getEventKeyState();
        boolean down = Keyboard.isRepeatEvent();
        long time = Keyboard.getEventNanoseconds();
        KeyInputEvent evt = new KeyInputEvent(keyCode, keyChar, pressed, down);
        evt.setTime(time);
        listener.onKeyEvent(evt);
    }
}
 
Example 4
Source File: Game.java    From FEMultiplayer with GNU General Public License v3.0 6 votes vote down vote up
public static void getInput() {
	Keyboard.poll();
	keys.clear();
	while(Keyboard.next()) {
		KeyboardEvent ke = new KeyboardEvent(
				Keyboard.getEventKey(),
				Keyboard.getEventCharacter(),
				Keyboard.isRepeatEvent(),
				Keyboard.getEventKeyState());
		keys.add(ke);
	}
	Mouse.poll();
	mouseEvents.clear();
	while(Mouse.next()) {
		MouseEvent me = new MouseEvent(
				Mouse.getEventX(),
				Mouse.getEventY(),
				Mouse.getEventDWheel(),
				Mouse.getEventButton(),
				Mouse.getEventButtonState());
		mouseEvents.add(me);
	}
}
 
Example 5
Source File: LwjglKeyInput.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 6 votes vote down vote up
public void update() {
    if (!context.isRenderable())
        return;
    
    Keyboard.poll();
    while (Keyboard.next()){
        int keyCode = Keyboard.getEventKey();
        char keyChar = Keyboard.getEventCharacter();
        boolean pressed = Keyboard.getEventKeyState();
        boolean down = Keyboard.isRepeatEvent();
        long time = Keyboard.getEventNanoseconds();
        KeyInputEvent evt = new KeyInputEvent(keyCode, keyChar, pressed, down);
        evt.setTime(time);
        listener.onKeyEvent(evt);
    }
}
 
Example 6
Source File: LwjglKeyboardHandleModule.java    From tprogers2048game with GNU General Public License v3.0 5 votes vote down vote up
/**
 * Считывание последних данных из стека событий
 */
@Override
public void update() {
    resetValues();
    lastDirectionKeyPressed = Direction.AWAITING;

    while (Keyboard.next()) {
        if (Keyboard.getEventKeyState()) {
            switch(Keyboard.getEventKey()){
                case Keyboard.KEY_ESCAPE:
                    wasEscPressed = true;
                    break;
                case Keyboard.KEY_UP:
                    lastDirectionKeyPressed = Direction.UP;
                    break;
                case Keyboard.KEY_RIGHT:
                    lastDirectionKeyPressed = Direction.RIGHT;
                    break;
                case Keyboard.KEY_DOWN:
                    lastDirectionKeyPressed = Direction.DOWN;
                    break;
                case Keyboard.KEY_LEFT:
                    lastDirectionKeyPressed = Direction.LEFT;
                    break;
            }
        }
    }
}
 
Example 7
Source File: KeyboardInput.java    From tribaltrouble with GNU General Public License v2.0 5 votes vote down vote up
public final void doCheckMagicKeys() {
	Deterministic deterministic = LocalEventQueue.getQueue().getDeterministic();
	if (deterministic.isPlayback()) {
		Keyboard.poll();
		while (Keyboard.next()) {
			int event_key = Keyboard.getEventKey();
			boolean event_key_state = Keyboard.getEventKeyState();
			checkMagicKey(deterministic, event_key_state, event_key, true, Keyboard.isRepeatEvent());
		}
	}
}
 
Example 8
Source File: GuiScreenPlus.java    From Chisel with GNU General Public License v2.0 5 votes vote down vote up
@Override
public void handleInput()
{
    while(Mouse.next())
    {
        this.handleMouseInput();
    }

    while(Keyboard.next())
    {
        this.handleKeyboardInput();
    }
}
 
Example 9
Source File: TestUtils.java    From slick2d-maven with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
/**
 * Game loop update
 */
public void update() {
	while (Keyboard.next()) {
		if (Keyboard.getEventKeyState()) {
			if (Keyboard.getEventKey() == Keyboard.KEY_Q) {
				// play as a one off sound effect
				oggEffect.playAsSoundEffect(1.0f, 1.0f, false);
			}
			if (Keyboard.getEventKey() == Keyboard.KEY_W) {
				// replace the music thats curretly playing with 
				// the ogg
				oggStream.playAsMusic(1.0f, 1.0f, true);
			}
			if (Keyboard.getEventKey() == Keyboard.KEY_E) {
				// replace the music thats curretly playing with 
				// the mod
				modStream.playAsMusic(1.0f, 1.0f, true);
			}
			if (Keyboard.getEventKey() == Keyboard.KEY_R) {
				// play as a one off sound effect
				aifEffect.playAsSoundEffect(1.0f, 1.0f, false);
			}
			if (Keyboard.getEventKey() == Keyboard.KEY_T) {
				// play as a one off sound effect
				wavEffect.playAsSoundEffect(1.0f, 1.0f, false);
			}
		}
	}
	
	// polling is required to allow streaming to get a chance to
	// queue buffers.
	SoundStore.get().poll(0);
}
 
Example 10
Source File: ContainerManager.java    From CraftingKeys with MIT License 4 votes vote down vote up
/**
 * Handles what to do with NumKey-Inputs while holding a item.
 *
 * @param currentHoveredSlot slot where the mouse is right now
 */
void handleNumKey(Slot currentHoveredSlot) {

    // hotbar-slots are always the last 9 slots of the currently opened inventory
    int hotbarStartIndex = Util.client.player.openContainer.getInventory().size() - 9 - 1;

    if (Util.client.currentScreen instanceof GuiInventory) {
        hotbarStartIndex -= 1;
    }

    int inputdelta;
    KeyBinding[] hotbar = Util.client.gameSettings.keyBindsHotbar;

    if (Keyboard.isKeyDown(hotbar[0].getKeyCode())) {
        inputdelta = 1;
    } else if (Keyboard.isKeyDown(hotbar[1].getKeyCode())) {
        inputdelta = 2;
    } else if (Keyboard.isKeyDown(hotbar[2].getKeyCode())) {
        inputdelta = 3;
    } else if (Keyboard.isKeyDown(hotbar[3].getKeyCode())) {
        inputdelta = 4;
    } else if (Keyboard.isKeyDown(hotbar[4].getKeyCode())) {
        inputdelta = 5;
    } else if (Keyboard.isKeyDown(hotbar[5].getKeyCode())) {
        inputdelta = 6;
    } else if (Keyboard.isKeyDown(hotbar[6].getKeyCode())) {
        inputdelta = 7;
    } else if (Keyboard.isKeyDown(hotbar[7].getKeyCode())) {
        inputdelta = 8;
    } else if (Keyboard.isKeyDown(hotbar[8].getKeyCode())) {
        inputdelta = 9;
    } else {
        return;
    }

    // If no stack is held and a num-key is pressed, get the output by interaction, but only
    // if there could not be meant another stack at mouse position. cool logic!
    if (!Util.isHoldingStack()) {

        if (currentHoveredSlot == null || !currentHoveredSlot.getHasStack()) {
            Logger.info("handleNumKey()", "Trying output to hotbar speedup.");
            onInteractionKeyPressed();
        }
    }

    // If held, move!
    if (Util.isHoldingStack()) {

        leftClick(hotbarStartIndex + inputdelta);
        Logger.info("handleNumKey()", "Moved to hotbar slot " + inputdelta + ".");

        moveStackToInventory(-1);

        // Handle Minecraft handling. Ah...
        while (Keyboard.next()) {
            Logger.info("handleNumKey()", "The cake is a lie!");
        }
    }


}
 
Example 11
Source File: OpenGL3_TheQuadTextured.java    From ldparteditor with MIT License 4 votes vote down vote up
private void loopCycle() {
    // Logic
    while(Keyboard.next()) {
        // Only listen to events where the key was pressed (down event)
        if (!Keyboard.getEventKeyState()) continue;
         
        // Switch textures depending on the key released
        switch (Keyboard.getEventKey()) {
        case Keyboard.KEY_1:
            textureSelector = 0;
            break;
        case Keyboard.KEY_2:
            textureSelector = 1;
            break;
        }
    }
     
    // Render
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
     
    GL20.glUseProgram(pId);
     
    // Bind the texture
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texIds[textureSelector]);
     
    // Bind to the VAO that has all the information about the vertices
    GL30.glBindVertexArray(vaoId);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
     
    // Bind to the index VBO that has all the information about the order of the vertices
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
     
    // Draw the vertices
    GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0);
     
    // Put everything back to default (deselect)
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL30.glBindVertexArray(0);
     
    GL20.glUseProgram(0);
     
    this.exitOnGLError("loopCycle");
}
 
Example 12
Source File: KeyboardInput.java    From tribaltrouble with GNU General Public License v2.0 4 votes vote down vote up
public final static void reset() {
	while (Keyboard.isCreated() && Keyboard.next())
		;
}
 
Example 13
Source File: GLProgram.java    From LWJGL-OpenGL-Tutorials with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
private void gameLoop() {
	try {
		init();
		
		Utils.checkGLError("init");
		
		resized();
		
		Utils.checkGLError("resized");
		
		long lastTime, lastFPS;
		lastTime = lastFPS = System.nanoTime();
		int frames = 0;
		
		while(!shouldStop()) {
			long deltaTime = System.nanoTime() - lastTime;
			lastTime += deltaTime;
			
			if(Display.wasResized())
				resized();
			
			while(Keyboard.next()) {
				if(Keyboard.getEventKeyState())
					keyPressed(Keyboard.getEventKey(), Keyboard.getEventCharacter());
				else
					keyReleased(Keyboard.getEventKey(), Keyboard.getEventCharacter());
			}
			
			update(deltaTime);
			
			Utils.checkGLError("update");
			
			render();
			
			Utils.checkGLError("render");
			
			Display.update();
			
			frames++;
			if(System.nanoTime() - lastFPS >= 1e9) {
				System.out.println("FPS: ".concat(String.valueOf(frames)));
				lastFPS += 1e9;
				frames = 0;
			}
			
			Display.sync(fps);
		}
	} catch(Throwable exc) {
		exc.printStackTrace();
	} finally {
		destroy();
	}
}