Keybord control for scripts
Bert Freudenberg
bert at isg.cs.uni-magdeburg.de
Sun Oct 27 21:19:02 UTC 2002
Hi,
did anybody implement keyboard controls for EToys? I'm only aware of Karl
Ramberg's attempt (http://swiki.gsug.org/sqfixes/2629.html) but I need
something that can cope with multiple keys.
If nobody has done it I would add a method to the Player for PasteUpMorph
that allows to test whether a certain key is pressed:
Test [Playfield isKeyDown: #LeftArrow]
Yes Car turnLeft: 1
No Test [Playfield isKeyDown: #RightArrow]
Yes Car turnRight: 2
No ...
I'm not quite sure where the actual event handling code should be located.
A key-down event would add the key code to the set of currently pressed
keys, key-up events removes it. The set should be rather global, like
perhaps in the hand? Maybe the hand could generally maintain a set of
currently pressed keys?
A more comfortable way of handling keys might be to trigger a script while
a certain key is pressed, but that would need more fiddling with the
scripting system I guess.
Has anybody had similar thoughts? Ideas?
-- Bert
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