Keyboard (Chili Framework)
With Keyboard
, you can get the current state of depressed keys, and you can pop key press and release events out of an Event
queue contained in Keyboard
. You can also turn autorepeat on/off. Whopee. (Note: the kbd
object lives in MainWindow
's belly.)
Contents
Members
KeyIsPressed
bool Keyboard::KeyIsPressed( unsigned char keycode ) const
Checks to see if a specific key is currently in the pressed state. The function parameter is the virtual key code of the key that you want to check.
ReadKey
Event Keyboard::ReadKey()
Pull a fresh Event
object out of the key press/release event queue. Erases an event from the queue and returns a copy if there is a key press event in the queue. Returns an invalid Event object if the queue is empty.
KeyIsEmpty
bool Keyboard::KeyIsEmpty() const
Returns true
if the key event queue is empty.
ReadChar
char Keyboard::ReadChar()
Pull a fresh character off of the character queue. Returns a '\0'
(null) character if the queue is empty. See also: ReadKey vs. ReadChar.
CharIsEmpty
bool Keyboard::CharIsEmpty() const
Returns true
if the character queue is empty.
Buffer Flushing Bullshit
void Keyboard::FlushKey()
void Keyboard::FlushChar()
void Keyboard::Flush()
These functions empty the respective queues. Flush() empties both in one fell swoop. It's like taking a pee and a poo at the same time.
Autorepeat Bullshit
void Keyboard::EnableAutorepeat()
void Keyboard::DisableAutorepeat()
bool Keyboard::AutorepeatIsEnabled() const
If you hhhhhhhhhhhhhhhhhold a key down for a while, it will start machine gunning events and characters into your queues like a motherfucker. You can disable that if it pisses you off.
Event
class Keyboard::Event
Key press and release events are held in a queue in Keyboard
in the order they occurred. These events are modeled with their own class because they're precious fucking little snowflakes. They store the type of event (press or release) and the virtual key code of the associated key. You pull them out of the buffer with Keyboard::ReadKey()
.
Type
enum Keyboard::Event::Type
This represents the different types of events that can be recorded. The options are Press
, Release
, and Invalid
.
IsPress
bool Keyboard::Event::IsPress() const
Returns true
if the event is a press event.
IsRelease
bool Keyboard::Event::IsRelease() const
Returns true
if the event is a release event.
IsValid
bool Keyboard::Event::IsValid() const
Returns true
if the event is a valid event (reading from an empty buffer will return an invalid event object).
GetCode
char Keyboard::Event::GetCode() const
Gets the virtual key code of the key associated with the Event
object.
Miscellaneous
Virtual Key Codes
The virtual key code for a standard alphanumeric key is just the char
literal (capital if alphabetic), e.g. 'A'
or '9'
. Virtual key codes for other keys are defined with #define
macros included with Windows.h
. Some common ones are:
-
VK_SPACE
-
VK_SHIFT
-
VK_ENTER
-
VK_ESCAPE
ReadKey vs. ReadChar
There are two main differences between the events read with ReadKey()
and the char
values read with ReadChar()
:
- Each key press and release sequence puts two events (press event and release event) into the
ReadKey()
queue, but the same sequence only puts onechar
value into theReadChar()
queue. - The
char
values read withReadChar()
have the shift modifier applied to them, whereas those read byReadKey()
are just the raw virtual key codes. For example, pressing the 'A' key puts'a'
into theReadChar()
queue when the shift key is not pressed and'A'
when it is pressed, but the virtual key code in either case is'A'
forReadKey()
.
In general, you should use ReadKey()
for controls and ReadChar()
for text input.
See also
- The Chili Framework