Files
nenya/src/as/com/threerings/flash/KeyRepeatLimiter.as
T
Ray Greenwell 002f0d1309 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
2007-11-30 19:17:02 +00:00

144 lines
4.6 KiB
ActionScript

//
// $Id$
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.flash {
import flash.events.EventDispatcher;
import flash.events.IEventDispatcher;
import flash.events.KeyboardEvent;
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.
*/
public class KeyRepeatLimiter extends EventDispatcher
{
/**
* Create a KeyRepeatLimiter that will be limiting key repeat events from
* the specified source.
*
* @param limitRate 0 to block all key repeats, or a millisecond value specifying how often
* to dispatch KEY_DOWN events while the key is being held down. The rate will be limted
* by the frame rate of the enclosing SWF.
*/
public function KeyRepeatLimiter (source :IEventDispatcher, limitRate :int = 0)
{
_source = source;
_limitRate = limitRate;
_source.addEventListener(KeyboardEvent.KEY_DOWN, handleKeyDown);
_source.addEventListener(KeyboardEvent.KEY_UP, handleKeyUp);
}
/**
* Dispose of this KeyRepeatBlocker.
*/
public function shutdown () :void
{
_source.removeEventListener(KeyboardEvent.KEY_DOWN, handleKeyDown);
_source.removeEventListener(KeyboardEvent.KEY_UP, handleKeyUp);
// 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
{
var oldVal :* = _down[event.keyCode];
if (oldVal === undefined) {
_down[event.keyCode] = (_limitRate > 0) ? getTimer() : 0;
} 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;
}
} else {
// eat the event
return;
}
// otherwise, dispatch the event
dispatchEvent(event);
}
protected function handleKeyUp (event :KeyboardEvent) :void
{
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
dispatchEvent(event);
}
protected function handleTimerEvent (event :TimerEvent) :void
{
// 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;
}
}
}
}
/** Our source. */
protected var _source :IEventDispatcher;
/** Tracks whether a key is currently being held down. */
protected var _down :Dictionary = new Dictionary();
protected var _limitRate :int;
}
}