So, key events are only dispatched on frames, and it seems that those happen

after timer events in the flash player.
What was happening was that a KEY_UP event was coming in so long after the
initial KEY_DOWN, that this code would think that the key was being held down
even when not.
So instead we wait until we actually see a 2nd KEY_DOWN event, at which point
we may need to dispatch that event right away, or we may need to wait a bit
if the limitRate is higher than the elapsed time between the two events.
Now also there is a Timer for each key being held down.
To top it all off, if you hold a key and then lose focus then this will
continue to fire, so it's going to need yet more complication to fix that.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@358 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
Ray Greenwell
2007-11-30 19:17:02 +00:00
parent 2aca740d15
commit 002f0d1309
+49 -32
View File
@@ -29,6 +29,8 @@ import flash.events.TimerEvent;
import flash.utils.Dictionary;
import flash.utils.Timer;
import flash.utils.getTimer;
/**
* A very simple class that adapts the KeyboardEvents generated by some source and altering
* (or blocking) the key repeat rate.
@@ -46,14 +48,10 @@ public class KeyRepeatLimiter extends EventDispatcher
public function KeyRepeatLimiter (source :IEventDispatcher, limitRate :int = 0)
{
_source = source;
_limitRate = limitRate;
_source.addEventListener(KeyboardEvent.KEY_DOWN, handleKeyDown);
_source.addEventListener(KeyboardEvent.KEY_UP, handleKeyUp);
if (limitRate > 0) {
_timer = new Timer(limitRate);
_timer.addEventListener(TimerEvent.TIMER, handleTimerEvent);
}
}
/**
@@ -64,39 +62,50 @@ public class KeyRepeatLimiter extends EventDispatcher
_source.removeEventListener(KeyboardEvent.KEY_DOWN, handleKeyDown);
_source.removeEventListener(KeyboardEvent.KEY_UP, handleKeyUp);
_down = new Dictionary();
_keysDown = 0;
if (_timer != null) {
_timer.stop();
// shut down any timers
for each (var val :* in _down) {
if (val is Array) {
((val as Array)[0] as Timer).stop();
}
}
_down = new Dictionary();
}
protected function handleKeyDown (event :KeyboardEvent) :void
{
if (undefined === _down[event.keyCode]) {
_keysDown++;
_down[event.keyCode] = event.clone();
var oldVal :* = _down[event.keyCode];
if (oldVal === undefined) {
_down[event.keyCode] = (_limitRate > 0) ? getTimer() : 0;
// maybe start the timer if we need to
if (_timer != null && !_timer.running) {
_timer.reset();
_timer.start();
} else if ((oldVal is Number) && _limitRate > 0) {
var timeUntilRepeat :Number = _limitRate - (getTimer() - Number(oldVal));
var t :Timer = new Timer((timeUntilRepeat <= 0) ? _limitRate : timeUntilRepeat);
t.addEventListener(TimerEvent.TIMER, handleTimerEvent);
_down[event.keyCode] = [ t, event ];
t.start();
if (timeUntilRepeat > 0) {
// don't dispatch this event, wait for our first repeat time
return;
}
// only dispatch if we're not limiting this key
} else {
// eat the event
return;
}
// otherwise, dispatch the event
dispatchEvent(event);
}
}
protected function handleKeyUp (event :KeyboardEvent) :void
{
if (undefined !== _down[event.keyCode]) {
delete _down[event.keyCode];
_keysDown--;
if (_timer != null && _keysDown == 0) {
_timer.stop();
var oldVal :* = _down[event.keyCode];
if (oldVal !== undefined) {
if (oldVal is Array) {
((oldVal as Array)[0] as Timer).stop();
}
delete _down[event.keyCode];
}
// always dispatch an up
@@ -105,9 +114,21 @@ public class KeyRepeatLimiter extends EventDispatcher
protected function handleTimerEvent (event :TimerEvent) :void
{
// dispatch any saved key events
for each (var keyEvent :KeyboardEvent in _down) {
dispatchEvent(keyEvent);
// dispatch the key event associated with this timer
for each (var val :* in _down) {
if (val is Array) {
var arr :Array = val as Array;
var timer :Timer = arr[0] as Timer;
if (timer == event.target) {
if (timer.delay != _limitRate) {
timer.reset();
timer.delay = _limitRate;
timer.start();
}
dispatchEvent(arr[1] as KeyboardEvent);
break;
}
}
}
}
@@ -117,10 +138,6 @@ public class KeyRepeatLimiter extends EventDispatcher
/** Tracks whether a key is currently being held down. */
protected var _down :Dictionary = new Dictionary();
/** How many keys are currently down? */
protected var _keysDown :int;
/** The timer generating key repeats, if any. */
protected var _timer :Timer;
protected var _limitRate :int;
}
}