Folded read into poll to simplify interface
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8065870592
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4974a66398
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@ -228,14 +228,6 @@ public class Controller {
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return false;
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}
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/**
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* Read the controller's input buffer. This is not yet implemented in LWJGL so
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* it always throws a RuntimeException.
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*/
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public static void read() {
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throw new UnsupportedOperationException("Buffering is not implemented for Controllers.");
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}
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/**
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* Gets a button's name
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* @param button The button
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@ -326,15 +326,37 @@ public class Keyboard {
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* poll fast enough. To receive all events, enable buffering by calling
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* <code>enableBuffer</code>, and read those events by calling <code>read</code>
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*
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* This method also reads all keyboard events since last read if keyboard buffering is enabled.
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* To use these values, you have to call <code>next</code> for each event you
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* want to read. You can query which key caused the event by using
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* <code>getEventKey</code>. To get the state of that key, for that event, use
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* <code>getEventKeyState</code> - finally use <code>getEventCharacter</code> to get the
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* character for that event.
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*
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* @see org.lwjgl.input.Keyboard#isKeyDown(int key)
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* @see org.lwjgl.input.Keyboard#isStateKeySet(int key)
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* @see org.lwjgl.input.Keyboard#next()
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* @see org.lwjgl.input.Keyboard#enableBuffer()
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* @see org.lwjgl.input.Keyboard#read()
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* @see org.lwjgl.input.Keyboard#getEventKey()
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* @see org.lwjgl.input.Keyboard#getEventKeyState()
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* @see org.lwjgl.input.Keyboard#getEventCharacter()
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*/
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public static void poll() {
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if (!created)
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throw new IllegalStateException("Keyboard must be created before you can poll the device");
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nPoll(keyDownBuffer);
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if (readBuffer != null)
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read();
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}
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private static void read() {
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readBuffer.compact();
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int numEvents = nRead(readBuffer, readBuffer.position());
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if (translationEnabled)
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readBuffer.position(readBuffer.position() + numEvents*4);
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else
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readBuffer.position(readBuffer.position() + numEvents*2);
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readBuffer.flip();
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}
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/**
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@ -345,34 +367,6 @@ public class Keyboard {
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*/
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private static native void nPoll(ByteBuffer keyDownBuffer);
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/**
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* Reads all keyboard events since last read.
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* To use these values, you have to call <code>next</code> for each event you
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* want to read. You can query which key caused the event by using
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* <code>getEventKey</code>. To get the state of that key, for that event, use
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* <code>getEventKeyState</code> - finally use <code>getEventCharacter</code> to get the
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* character for that event.
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*
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* @see org.lwjgl.input.Keyboard#next()
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* @see org.lwjgl.input.Keyboard#enableBuffer()
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* @see org.lwjgl.input.Keyboard#getEventKey()
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* @see org.lwjgl.input.Keyboard#getEventKeyState()
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* @see org.lwjgl.input.Keyboard#getEventCharacter()
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*/
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public static void read() {
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if (!created)
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throw new IllegalStateException("Keyboard must be created before you can read events");
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if (readBuffer == null)
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throw new IllegalStateException("Event buffering must be enabled before you can read events");
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readBuffer.compact();
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int numEvents = nRead(readBuffer, readBuffer.position());
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if (translationEnabled)
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readBuffer.position(readBuffer.position() + numEvents*4);
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else
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readBuffer.position(readBuffer.position() + numEvents*2);
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readBuffer.flip();
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}
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/**
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* Native method to read the keyboard buffer
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* @return the total number of events read.
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@ -323,6 +323,15 @@ public class Mouse {
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* poll fast enough. To receive all button events, enable buffering by calling
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* <code>enableBuffer</code>, and read those events by calling <code>read</code>
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*
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* If buffering is enabled, this method also reads all button events since last read.
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* To use these values, you have to call <code>next</code> for each event you
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* want to read. You can query which button caused the event by using
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* <code>getEventButton</code>. To get the state of that button, for that event, use
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* <code>getEventButtonState</code>.
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*
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* @see org.lwjgl.input.Mouse#next()
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* @see org.lwjgl.input.Mouse#getEventButton()
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* @see org.lwjgl.input.Mouse#getEventButtonState()
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* @see org.lwjgl.input.Mouse#isButtonDown(int button)
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* @see org.lwjgl.input.Mouse#getX()
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* @see org.lwjgl.input.Mouse#getY()
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@ -330,7 +339,6 @@ public class Mouse {
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* @see org.lwjgl.input.Mouse#getDY()
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* @see org.lwjgl.input.Mouse#getDWheel()
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* @see org.lwjgl.input.Mouse#enableBuffer()
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* @see org.lwjgl.input.Mouse#read()
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*/
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public static void poll() {
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if (!created)
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@ -362,6 +370,15 @@ public class Mouse {
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y = Window.getHeight();
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}
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}
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if (readBuffer != null)
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read();
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}
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private static void read() {
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readBuffer.compact();
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int numEvents = nRead(readBuffer, readBuffer.position());
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readBuffer.position(readBuffer.position() + numEvents*2);
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readBuffer.flip();
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}
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/**
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@ -426,29 +443,6 @@ public class Mouse {
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*/
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private static native void nEnableBuffer() throws LWJGLException;
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/**
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* Reads all button events since last read.
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* To use these values, you have to call <code>next</code> for each event you
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* want to read. You can query which button caused the event by using
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* <code>getEventButton</code>. To get the state of that button, for that event, use
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* <code>getEventButtonState</code>.
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*
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* @see org.lwjgl.input.Mouse#next()
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* @see org.lwjgl.input.Mouse#enableBuffer()
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* @see org.lwjgl.input.Mouse#getEventButton()
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* @see org.lwjgl.input.Mouse#getEventButtonState()
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*/
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public static void read() {
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if (!created)
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throw new IllegalStateException("Mouse must be created before you can read events");
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if (readBuffer == null)
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throw new IllegalStateException("Event buffering must be enabled before you can read events");
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readBuffer.compact();
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int numEvents = nRead(readBuffer, readBuffer.position());
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readBuffer.position(readBuffer.position() + numEvents*2);
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readBuffer.flip();
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}
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/**
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* Native method to read the keyboard buffer
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* @return the total number of events read.
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@ -241,22 +241,13 @@ public final class Window {
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// Poll the input devices while we're here
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if (Mouse.isCreated()) {
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Mouse.poll();
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if (Mouse.isBuffered()) {
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Mouse.read();
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}
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Mouse.updateCursor();
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}
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if (Keyboard.isCreated()) {
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Keyboard.poll();
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if (Keyboard.isBuffered()) {
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Keyboard.read();
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}
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}
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if (Controller.isCreated()) {
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Controller.poll();
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if (Controller.isBuffered()) {
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Controller.read();
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}
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}
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}
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@ -128,7 +128,6 @@ public class KeyboardTest {
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//check keys, buffered
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Keyboard.poll();
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Keyboard.read();
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int count = Keyboard.getNumKeyboardEvents();
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while (Keyboard.next()) {
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