API Document Index



Class me.input


Defined in: <build/melonJS-0.9.3.js>.

Class Summary
Constructor Attributes Constructor Name and Description
 
There is no constructor function for me.input.
Field Summary
Field Attributes Field Name and Description
 
Accelerometer information
properties : x, y, z
 
KEY
list of mappable keys : LEFT, UP, RIGHT, DOWN, ENTER, SHIFT, CTRL, ALT, PAUSE, ESC, ESCAPE, [0.
 
Mouse information
properties :
pos (me.Vector2d) : pointer position
LEFT : constant for left button
MIDDLE : constant for middle button
RIGHT : constant for right button
 
Array of object containing touch information
properties :
x : x position of the touch event in the canvas
y : y position of the touch event in the canvas
id : unique finger identifier
Method Summary
Method Attributes Method Name and Description
 
bindKey(keycode, action, lock)
associate a user defined action to a keycode
 
bindMouse(button, keyCode)
Associate a mouse (button) action to a keycode Left button – 0 Middle button – 1 Right button – 2
 
bindTouch(keyCode)
Associate a touch action to a keycode
 
isKeyPressed(action)
return the key press status of the specified action
 
keyStatus(action)
return the key status of the specified action
 
registerMouseEvent(eventType, rect, callback)
register on a mouse event for a given region note : on a touch enabled device mouse event will automatically be converted to touch event
 
releaseMouseEvent(eventType, region)
release the previously registered mouse event callback note : on a touch enabled device mouse event will automatically be converted to touch event
 
triggerKeyEvent(keycode, true)
trigger the specified key (simulated) event
 
unbindKey(keycode)
unbind the defined keycode
 
unbindMouse(button)
unbind the defined keycode
 
unbind the defined touch binding
 
unwatch Accelerometor event
 
watch Accelerator event
Class Detail
me.input()
There is no constructor function for me.input.
Field Detail
accel
Accelerometer information
properties : x, y, z

KEY
list of mappable keys : LEFT, UP, RIGHT, DOWN, ENTER, SHIFT, CTRL, ALT, PAUSE, ESC, ESCAPE, [0..9], [A..Z]

mouse
Mouse information
properties :
pos (me.Vector2d) : pointer position
LEFT : constant for left button
MIDDLE : constant for middle button
RIGHT : constant for right button

touches
Array of object containing touch information
properties :
x : x position of the touch event in the canvas
y : y position of the touch event in the canvas
id : unique finger identifier
Method Detail
bindKey(keycode, action, lock)
associate a user defined action to a keycode
// enable the keyboard
me.input.bindKey(me.input.KEY.LEFT,  "left");
me.input.bindKey(me.input.KEY.RIGHT, "right");
me.input.bindKey(me.input.KEY.X,     "jump", true);
Parameters:
{me.input#KEY} keycode
{String} action
user defined corresponding action
{boolean} lock
cancel the keypress event once read

bindMouse(button, keyCode)
Associate a mouse (button) action to a keycode Left button – 0 Middle button – 1 Right button – 2
// enable the keyboard
me.input.bindKey(me.input.KEY.X, "shoot");
// map the left button click on the X key
me.input.bindMouse(me.input.mouse.LEFT, me.input.KEY.X);
Parameters:
{Integer} button
(accordingly to W3C values : 0,1,2 for left, middle and right buttons)
{me.input#KEY} keyCode

bindTouch(keyCode)
Associate a touch action to a keycode
// enable the keyboard
me.input.bindKey(me.input.KEY.X, "shoot");
// map the touch event on the X key
me.input.bindTouch(me.input.KEY.X);
Parameters:
{me.input#KEY} keyCode

{boolean} isKeyPressed(action)
return the key press status of the specified action
if (me.input.isKeyPressed('left'))
{
   //do something
}
else if (me.input.isKeyPressed('right'))
{
   //do something else...
}
Parameters:
{String} action
user defined corresponding action
Returns:
{boolean} true if pressed

{boolean} keyStatus(action)
return the key status of the specified action
Parameters:
{String} action
user defined corresponding action
Returns:
{boolean} down (true) or up(false)

registerMouseEvent(eventType, rect, callback)
register on a mouse event for a given region note : on a touch enabled device mouse event will automatically be converted to touch event
// register on the 'mousemove' event
me.input.registerMouseEvent('mousemove', this.collisionBox, this.mouseMove.bind(this));
Parameters:
{String} eventType
('mousemove','mousedown','mouseup','mousewheel','touchstart','touchmove','touchend')
{me.Rect} rect
(object must inherits from me.Rect)
{Function} callback

releaseMouseEvent(eventType, region)
release the previously registered mouse event callback note : on a touch enabled device mouse event will automatically be converted to touch event
// release the registered callback on the 'mousemove' event
me.input.releaseMouseEvent('mousemove', this.collisionBox);
Parameters:
{String} eventType
('mousemove','mousedown','mouseup','mousewheel','touchstart','touchmove','touchend')
{me.Rect} region

triggerKeyEvent(keycode, true)
trigger the specified key (simulated) event
// trigger a key press
me.input.triggerKeyEvent(me.input.KEY.LEFT, true);
Parameters:
{me.input#KEY} keycode
{boolean} true
to trigger a key press, or false for key release

unbindKey(keycode)
unbind the defined keycode
me.input.unbindKey(me.input.KEY.LEFT);
Parameters:
{me.input#KEY} keycode

unbindMouse(button)
unbind the defined keycode
me.input.unbindMouse(me.input.mouse.LEFT);
Parameters:
{Integer} button
(accordingly to W3C values : 0,1,2 for left, middle and right buttons)

unbindTouch()
unbind the defined touch binding
me.input.unbindTouch();

unwatchAccelerometer()
unwatch Accelerometor event

{boolean} watchAccelerometer()
watch Accelerator event
Returns:
{boolean} false if not supported by the device

Documentation generated by JsDoc Toolkit 2.4.0 on Tue May 01 2012 12:00:49 GMT+0800 (CST)