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Keyboard.pde
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Keyboard.pde
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/*
* Classes poll keyboard state to get state of keys.
*/
public static class Keyboard{
private static final int NUM_KEYS = 128;
// Locking keys are good for toggling things.
// After locking a key, when a user presses and releases a key, it will register and
// being 'down' (even though it has been released). Once the user presses it again,
// it will register as 'up'.
private static boolean[] lockableKeys = new boolean[NUM_KEYS];
// Use char since we only need to store 2 states (0, 1)
private static char[] lockedKeyPresses = new char[NUM_KEYS];
// The key states, true if key is down, false if key is up.
private static boolean[] keys = new boolean[NUM_KEYS];
/*
* The specified keys will stay down even after user releases the key.
* Once they press that key again, only then will the key state be changed to up(false).
*/
public static void lockKeys(int[] keys){
for(int k : keys){
if(isValidKey(k)){
lockableKeys[k] = true;
}
}
}
/*
* TODO: if the key was locked and is down, then we unlock it, it needs to 'pop' back up.
*/
public static void unlockKeys(int[] keys){
for(int k : keys){
if(isValidKey(k)){
lockableKeys[k] = false;
}
}
}
/*
*
*/
public static void reset(){
}
/* This is for the case when we want to start off the game
* assuming a key is already down.
*/
public static void setVirtualKeyDown(int key, boolean state){
setKeyDown(key, true);
setKeyDown(key, false);
}
/**
*/
private static boolean isValidKey(int key){
return (key > -1 && key < NUM_KEYS);
}
/*
* Set the state of a key to either down (true) or up (false)
*/
public static void setKeyDown(int key, boolean state){
if(isValidKey(key)){
// If the key is lockable, as soon as we tell the class the key is down, we lock it.
if( lockableKeys[key] ){
// First time pressed
if(state == true && lockedKeyPresses[key] == 0){
lockedKeyPresses[key]++;
keys[key] = true;
}
// First time released
else if(state == false && lockedKeyPresses[key] == 1){
lockedKeyPresses[key]++;
}
// Second time pressed
else if(state == true && lockedKeyPresses[key] == 2){
lockedKeyPresses[key]++;
}
// Second time released
else if (state == false && lockedKeyPresses[key] == 3){
lockedKeyPresses[key] = 0;
keys[key] = false;
}
}
else{
keys[key] = state;
}
}
}
/*
* Returns true if the specified key is down.
*/
public static boolean isKeyDown(int key){
return keys[key];
}
}
// These are outside of keyboard simply because I don't want to keep
// typing Keyboard.KEY_* in the main Tetrissing.pde file
final int KEY_BACKSPACE = 8;
final int KEY_TAB = 9;
final int KEY_ENTER = 10;
final int KEY_SHIFT = 16;
final int KEY_CTRL = 17;
final int KEY_ALT = 18;
final int KEY_CAPS = 20;
final int KEY_ESC = 27;
final int KEY_SPACE = 32;
final int KEY_PGUP = 33;
final int KEY_PGDN = 34;
final int KEY_END = 35;
final int KEY_HOME = 36;
final int KEY_LEFT = 37;
final int KEY_UP = 38;
final int KEY_RIGHT = 39;
final int KEY_DOWN = 40;
final int KEY_0 = 48;
final int KEY_1 = 49;
final int KEY_2 = 50;
final int KEY_3 = 51;
final int KEY_4 = 52;
final int KEY_5 = 53;
final int KEY_6 = 54;
final int KEY_7 = 55;
final int KEY_8 = 56;
final int KEY_9 = 57;
final int KEY_A = 65;
final int KEY_B = 66;
final int KEY_C = 67;
final int KEY_D = 68;
final int KEY_E = 69;
final int KEY_F = 70;
final int KEY_G = 71;
final int KEY_H = 72;
final int KEY_I = 73;
final int KEY_J = 74;
final int KEY_K = 75;
final int KEY_L = 76;
final int KEY_M = 77;
final int KEY_N = 78;
final int KEY_O = 79;
final int KEY_P = 80;
final int KEY_Q = 81;
final int KEY_R = 82;
final int KEY_S = 83;
final int KEY_T = 84;
final int KEY_U = 85;
final int KEY_V = 86;
final int KEY_W = 87;
final int KEY_X = 88;
final int KEY_Y = 89;
final int KEY_Z = 90;
// Function keys
final int KEY_F1 = 112;
final int KEY_F2 = 113;
final int KEY_F3 = 114;
final int KEY_F4 = 115;
final int KEY_F5 = 116;
final int KEY_F6 = 117;
final int KEY_F7 = 118;
final int KEY_F8 = 119;
final int KEY_F9 = 120;
final int KEY_F10 = 121;
final int KEY_F12 = 122;
//final int KEY_INSERT = 155;