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key input Keylistener doesn't work for JOGL

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key input Keylistener doesn't work for JOGL
« on: November 06, 2017, 17:31:45 »
For some good reason i am using JOGL ....  Every other thing works well, including the static renderings, but the Input key binding doesn't work, I have got no clues why. I am hoping expert eyes inspection would be able to see whats wrong.  I am hoping this code is small enough and clear enough for someone to be able to inspect with ease and no stress
Many thanks


Code: [Select]
public class Game extends JFrame implements GLEventListener, KeyListener  {
private static final long serialVersionUID = 1L;
final private int width = 800;
final private int height = 600;
int  right=-100, bottom=-100, top=100, left=100,       numOfUnits;
GLU glu= new GLU();
     List<CreateObjVertices> dataArray;
     static Frame frame = new Frame();

public Game(  int units,  List<CreateObjVertices> vertXYZ  ) {
super("Minimal OpenGL");
Globals.camera = new Point3D(0.0f, 1.4f, 0.0f);
Globals.view = new Point3D(0.0f,  -1.0f, -3.0f);
GLProfile profile = GLProfile.get(GLProfile.GL2);
GLCapabilities capabilities = new GLCapabilities(profile);
GLCanvas canvas = new GLCanvas(capabilities);
//------------------------------- 
//-------------------------------
canvas.addGLEventListener(this);
this.addKeyListener(this);   
    this.setFocusable(true);  // To receive key event
    this.requestFocus();

this.setName("Minimal OpenGL");
this.getContentPane().add(canvas);
this.setSize(width, height);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
this.setResizable(false);
dataArray = vertXYZ;
numOfUnits  =  units;
canvas.requestFocusInWindow();
}

public void play() {
}

    @Override
    public void display(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);

gl.glMatrixMode(GL2.GL_MODELVIEW);             
gl.glLoadIdentity();     
glu.gluLookAt( Globals.camera.x, Globals.camera.y, Globals.camera.z,     Globals.view.x, Globals.view.y, Globals.view.z,    0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, -3.0f);

         gl.glBegin(GL.GL_LINE_LOOP);
//==============        Note: I have edited this draw for clarity and it draws to my satisfaction, the key binding is the only problem in the code
         CreateObjVertices vertices;
         
     for( int t=0; t<numOfUnits; t++ ){

   if( (t >= 0) ){
        vertices = dataArray.get( t );
    gl.glColor3f(1, 0, 1);   

if( vertices.objectArrayLength > 0 ){     
for(int k=0, s=0; k<vertices.objectArrayLength; k++, s=s+3){    
   
   gl.glVertex3f( vertices.objectVertexArray[k].x*1,   vertices.objectVertexArray[k].y*1,  vertices.objectVertexArray[k].z*1 );

   }
}
}   
     }
//=====
         gl.glEnd();
gl.glFlush();
    }

    @Override
    public void dispose(GLAutoDrawable drawable) {
   
    }

    @Override
    public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
    gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
        gl.glClearDepthf(1.0f);           
        gl.glEnable(GL2.GL_DEPTH_TEST);   
        gl.glDepthFunc(GL2.GL_LEQUAL);   
        gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST); 
        gl.glShadeModel(GL2.GL_SMOOTH);       
    gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
}

    @Override
    public void reshape(GLAutoDrawable drawable, int x, int y, int width,  int height) {
    GL2 gl = drawable.getGL().getGL2();
if (height == 0) height = 1; 
float aspect = (float)width / height;
gl.glViewport(0, 0, width, height);
   
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();                 
glu.gluPerspective( 45, aspect, 0.1f, 100.0f);
    }

 
@Override
public void keyPressed(KeyEvent e) {

if( e.getKeyChar() == 'x'){
System.out.println(" xxxx ");
}
if (e.getKeyChar() == KeyEvent.VK_LEFT) {
System.out.println(" LEFT ");
}
if (e.getKeyChar() == KeyEvent.VK_D) {
System.out.println(" DDDD ");
}
System.out.println(" LEFT ");
}

@Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
System.out.println(" LEFT ");
}
System.out.println(" LEFT ");
}

@Override
public void keyTyped(KeyEvent e) {
if( e.getKeyCode() == 'x'){
System.out.println(" xxxx ");
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
System.out.println(" LEFT ");
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
System.out.println(" RIGHT ");
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
System.out.println(" UP ");
}
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
System.out.println(" DOWN ");
}
System.out.println(" LEFT ");
}   
}
« Last Edit: November 06, 2017, 17:36:29 by tragic_xxx »

*

Offline KaiHH

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Re: key input Keylistener doesn't work for JOGL
« Reply #1 on: November 06, 2017, 17:51:19 »
You probably did not notice, but this is the LWJGL forum. It has nothing to do with JOGL. You should probably ask those kinds of questions on the JOGL forums?