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- /****************************************************************************
- Copyright (c) 2010-2012 cocos2d-x.org
- Copyright (c) 2008-2010 Ricardo Quesada
- Copyright (c) 2011 Zynga Inc.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- /**
- * you must extend the keyboardDelegate and
- * implement your own game logic in
- * keydown and keyup functions
- * @class
- * @extends cc.Class
- */
- cc.KeyboardDelegate = cc.Class.extend(/** @lends cc.KeyboardDelegate# */{
- /**
- * Call back when a key is pressed down
- * @param {Integer} keyCode
- * @example
- * // example
- * if(keyCode == cc.KEY.w){}
- */
- onKeyDown:function (keyCode) {
- },
- /**
- * Call back when a key is released
- * @param {Integer} keyCode
- * @example
- * // example
- * if(keyCode == cc.KEY.w){}
- */
- onKeyUp:function (keyCode) {
- }
- });
- /**
- * KeyboardHandler is an object that contains KeyboardDelegate
- * @class
- * @extends cc.Class
- */
- cc.KeyboardHandler = cc.Class.extend(/** @lends cc.KeyboardHandler# */{
- /**
- * returns the keyboard delegate
- * @return {cc.KeyboardDelegate}
- */
- getDelegate:function () {
- return this._delegate;
- },
- /**
- * set the keyboard delegate
- * @param {cc.KeyboardDelegate} delegate
- */
- setDelegate:function (delegate) {
- this._delegate = delegate;
- },
- /**
- * initializes a cc.KeyboardHandler with a delegate
- * @param {cc.KeyboardDelegate} delegate
- * @return {Boolean}
- */
- initWithDelegate:function (delegate) {
- if(!delegate)
- throw "cc.KeyboardHandler.initWithDelegate(): delegate must be non-null";
- this._delegate = delegate;
- return true;
- },
- _delegate:null
- });
- /**
- * Create a KeyboardHandler with KeyboardDelegate
- * @param delegate
- * @return {cc.KeyboardHandler}
- */
- cc.KeyboardHandler.create = function (delegate) {
- var handler = new cc.KeyboardHandler();
- handler.initWithDelegate(delegate);
- return handler;
- };
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