我是否应该使用事件处理程序或参与者为游戏添加键盘控件



在 Rebol3 Saphir 中,我正在编写一个游戏,我一直在研究事件处理程序功能和 actor,我想知道使用事件处理程序来获取游戏的键盘控制或将 actor 添加到其中一个 GUI 元素中是否是一个更好的主意。

如果我使用演员,在什么层面上? 我目前正在为屏幕使用image!类型。 我可以在根( layout )脸上添加一个演员吗,这样即使我在 GUI 上单击(焦点)按钮,焦点也会离开图像,并且不会进行键盘控制。

下面是一个如何做到这一点的例子......如果您不需要键控事件,也可以仅使用内置键盘快捷键功能。在这种情况下,请参阅此处使用快捷键的示例:https://github.com/saphirion/documentation/blob/master/r3/r3-gui/examples/layouts/layout-15.r3

此版本经过修改,可与当前 (09/26/13) 版本的 R3-GUI 配合使用

REBOL [
    author: "cyphre@seznam.cz"
]
load-gui
;image for game screen
img: make image! 400x400
;just some example game object
game-object: context [
    offset: 0x0
    draw-block: [
        pen red
        fill-pen white
        line-width 5
        circle offset 20
    ]
    move: func [
        delta [pair!]
    ][
        offset: offset + delta
        img/rgb: black
        ;note: this is not optimal way how to render DRAW objects
        ;but I use image! here because the asking SO user uses image! as well
        ;better way is to just use DRAWING style for DRAW based graphics
        draw img to-draw draw-block copy []
        draw-face game-screen
        ;signal true move has been executed
        return true
    ]
]
stylize [
    ;backup the original window style to be able call the original key actor
    window-orig: window []
    ;override window style with our key actor
    window: window [
        actors: [
            on-key: [
                ;execute our key controls prior to 'system' key handling
                switch arg/type [
                    key [
                        ;here you can handle key-down events
                        moved?: switch/default arg/key [
                            up [
                                game-object/move 0x-5
                            ]
                            down [
                                game-object/move 0x5
                            ]
                            left [
                                game-object/move -5x0
                            ]
                            right [
                                game-object/move 5x0
                            ]
                        ][
                            false
                        ]
                    ]
                    key-up [
                        ;here you can handle key-up events
                    ]
                ]
                ;for example filter out faces that shouldn't get the system key events (for example editable styles)
                 unless all [
                    moved?
                    guie/focal-face
                    tag-face? guie/focal-face 'edit
                 ][
                    ;handle the system key handling
                    do-actor/style face 'on-key arg 'window-orig
                ]
            ]
        ]
    ]
]
view [
    title "Custom keyboard handling (whole window)"
    text "press cursor keys to move the box"
    game-screen: image options [min-size: 400x400 max-size: 400x400]
    text 400 "focus the field below and press to see these keys are filtered out, but other keys works normally"
    field "lorem ipsum"
    when [enter] on-action [
        ;initialize game object
        game-object/move 200x200
    set-face game-screen img
    ]
]

此版本使用尚未发布的 R3-GUI 版本:

REBOL [
    author: "cyphre@seznam.cz"
]
;image for game screen
img: make image! 400x400
;just some example game object
game-object: context [
    offset: 0x0
    draw-block: [
        pen red
        fill-pen white
        line-width 5
        circle offset 20
    ]
    move: func [
        delta [pair!]
    ][
        offset: offset + delta
        img/rgb: black
        ;note: this is not optimal way how to render DRAW objects
        ;but I use image! here because the asking SO user uses image! as well
        ;better way is to just use DRAWING style for DRAW based graphics
        draw img to-draw draw-block copy []
        draw-face game-screen
        ;signal true move has been executed
        return true
    ]
]
stylize [
    ;backup the original window style to be able call the original key actor
    window-orig: window []
    ;override window style with our key actor
    window: window [
        actors: [
            on-key: [
                ;execute our key controls prior to 'system' key handling
                switch arg/type [
                    key [
                        ;here you can handle key-down events
                        moved?: switch/default arg/key [
                            up [
                                game-object/move 0x-5
                            ]
                            down [
                                game-object/move 0x5
                            ]
                            left [
                                game-object/move -5x0
                            ]
                            right [
                                game-object/move 5x0
                            ]
                        ][
                            false
                        ]
                    ]
                    key-up [
                        ;here you can handle key-up events
                    ]
                ]
                ;for example filter out faces that shouldn't get the system key events (for example editable styles)
                 unless all [
                    moved?
                    guie/focal-face
                    tag-face? guie/focal-face 'edit
                 ][
                    ;handle the system key handling
                    do-actor/style face 'on-key arg 'window-orig
                ]
            ]
        ]
    ]
]
view [
    title "Custom keyboard handling (whole window)"
    text "press cursor keys to move the box"
    game-screen: image img options [min-size: 400x400 max-size: 400x400]
    text 400 "focus the field below and press to see these keys are filtered out, but other keys works normally"
    field "lorem ipsum"
    when [enter] on-action [
        ;initialize game object
        game-object/move 200x200
    ]
]

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