21: Interactivity with the Mouse and Keyboard in Java

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21: Interactivity with the Mouse and Keyboard
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Keys like Shift, Ctrl, and Esc have keyCodes but do not have associated charCodes. Thankfully, rather than remember what keyCode refers to which key, a handful of static properties are de ned by the Keyboard class for common nonprinting keys. Some of these are the F or function keys like Keyboard.F11; cursor movement keys like Keyboard.PAGE_UP, Keyboard.HOME, and Keyboard.END; whitespace like Keyboard.SPACE and Keyboard.TAB; and toggle keys like Keyboard.CAPS_LOCK and Keyboard.INSERT. For the full list, consult the AS3LR. In Example 21-11, I ll use some of the Keyboard constants with the keyCode property to move a character around a screen. EXAMPLE 21-11
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Using Keyboard Constants
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package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.ui.Keyboard; [SWF(backgroundColor="0x000000", frameRate="4")] public class ch21ex11 extends Sprite { protected var hero:Hero; protected var keys:Array; protected const MAX_KEY:int = 128; public function ch21ex11() { stage.addEventListener(KeyboardEvent.KEY_DOWN, onKey); stage.addEventListener(KeyboardEvent.KEY_UP, onKey); keys = new Array(MAX_KEY); hero = new Hero(); addChild(hero); hero.x = stage.stageWidth/2; hero.y = stage.stageHeight/2; addEventListener(Event.ENTER_FRAME, onEnterFrame); } protected function onKey(event:KeyboardEvent):void { if (event.keyCode >= MAX_KEY) return; keys[event.keyCode] = (event.type == KeyboardEvent.KEY_DOWN); } protected function onEnterFrame(event:Event):void { if (keys[Keyboard.UP]) hero.y -= hero.height; if (keys[Keyboard.DOWN]) hero.y += hero.height; if (keys[Keyboard.LEFT]) hero.x -= hero.width; if (keys[Keyboard.RIGHT]) hero.x += hero.width; } } }
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Part IV: Event-Driven Programming
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import flash.display.Shape; class Hero extends Shape { public function Hero() { graphics.beginFill(0x10c010); graphics.drawRect(0, 0, 12, 30); graphics.endFill(); } }
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I ve also implemented a simple answer to Which keys are being held down right now as described at the beginning of this section. Using the unique keyCodes as indices of an array, I set the values of the array to true when the key is depressed and false when the key is released, so that at any point in time key[anyCode] returns whether the key with code anyCode is depressed. From there, I simply check the four directional keys every time it s time to draw a new frame, moving the character in the proper direction. Because keys can be held down simultaneously, you can hold down the right and down arrow keys, and the character will move diagonally as long as you have both held. The end effect recalls ancient terminal graphics games like Nethack. Try it out!
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Like mouse events, keyboard event objects tell you the state of the modi er keys on the keyboard at the time of the event. They use the same properties altKey, ctrlKey, and shiftKey for the same purposes. (You may review these in the earlier section titled Complex clicking. ) Although you can gain the same information by remembering the state of the modi er keys by watching for their KEY_DOWN events, accessing these modi er key properties of the event object is easier.
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You can use keyboard events to develop more interactive extensions of input text elds, such as those that automatically reformat your input as you type it or those that autocomplete your input. Be aware that changes may be made to a TextField s contents without key presses, such as by pasting with a context menu or by a voice recognition engine. Choose your events carefully. These two events dispatched by TextFields may prove useful to you:
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Event.CHANGE Dispatched anytime the contents of the TextField change TextEvent.TEXT_INPUT Dispatched when text is added to the TextField (but not
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An Input Method Editor, or IME, allows you to enter characters not found on your keyboard by typing a series or combination of keys. For instance, using the default U.S. input method on Mac OS
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21: Interactivity with the Mouse and Keyboard
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X, you can hold down Opt and press e, and then release both keys and press e again (from here on I ll write this Opt-e, e) to generate the e character. Romaji-based Japanese IMEs on both OS X and Windows let you type Japanese text in Roman characters and then convert it; you can press h, i, t, o, for person. In both examples, you ve hit a complex sequence spacebar to produce the character of keys on the keyboard, but the IME has converted those keystrokes after the fact into a single character. Many IMEs require signi cant direction from the user to choose the correct translation for the typed text.
KeyboardEvent events are only aware of the keystrokes you input before the IME does its work. However, you can interact with the IME using the flash.system.IME class.
Depending on the system and the IME software, you will have varying levels of access to the installed IMEs. Provided your system and IME are supported, you can request access to preconversion strings, set the conversion mode, send text to be converted, and accept the rst available possible conversion. The following code tests whether Flash Player supports IME interaction on the platform and whether the IME is active in the current context. The code also tells you what kind of text the IME produces after conversion.
if(Capabilities.hasIME && IME.enabled) { trace(IME.conversionMode); }
Note that the user s IME functions perfectly well, converting keystrokes and inserting converted text, without intervention from Flash Player. The only purpose for using the IME class is to control the operation of the user s IME through code. In almost every case, you should leave the operation of the IME up to the user although you may want to detect if one is active when listening to keyboard events so that you wait for the proper, converted text to arrive rather than listening keystroke by keystroke.