Reputation: 32354
I'm making a game with Three.js, and I need to get user input. I have two handler functions;
function press(evt)
{
console.log(evt);
//evt = window.event;
var code = evt.which || evt.keyCode;
switch(code)
{
case KEY.W: input.up = true; break;
case KEY.A: input.left = true; break;
case KEY.S: input.down = true; break;
case KEY.D: input.right = true; break;
case KEY.E: input.e = true; break;
case KEY.Z: input.z = true; break;
case KEY.ONE: input.one = true; break;
case KEY.CTRL: input.ctrl = true; break;
case KEY.P: input.plus = true; break;
case KEY.M: input.minus = true; break;
case KEY.SH: input.shift = true; break;
}
}
function release(evt)
{
console.log(evt);
//evt = window.event;
var code = evt.which || evt.keyCode;
switch(code)
{
case KEY.W: input.up = false; break;
case KEY.A: input.left = false; break;
case KEY.S: input.down = false; break;
case KEY.D: input.right = false; break;
case KEY.E: input.e = false; break;
case KEY.Z: input.z = false; break;
case KEY.ONE: input.one = false; break;
case KEY.CTRL: input.ctrl = false; break;
case KEY.P: input.plus = false; break;
case KEY.M: input.minus = false; break;
case KEY.SH: input.shift = false; break;
}
}
Both of which I use in other projects, and they work fine. This is how I attach the event listeners:
document.addEventListener("keydown", press, false);
document.addEventListener("keyup", release, false);
This works when the site normally loads, but does not work when the site goes fullscreen!
This is the while setup in the init(); function which gets called on body onload
event:
var init = function()
{
started = false;
isFullscreen = false;
changeFSState = function()
{
if (isFullscreen == true)
{
isFullscreen = false;
game.stop(); //lol
}
else
{
isFullscreen = true;
}
}
container = document.getElementById("container");
document.body.appendChild(container);
document.addEventListener("keydown", press, false);
document.addEventListener("keyup", release, false);
document.addEventListener("webkitfullscreenchange", changeFSState, false);
document.addEventListener("mozfullscreenchange", changeFSState, false);
game = new Game(container);
}
Once a play
button is clicked, this happens:
THREEx.FullScreen.request(self.container);
self.renderer.setSize(screen.width, screen.height);
Now, as I said, catching input works until I click the play
button (a link, actually), and then the console simply stops logging the events, as if they weren't happening.
Upvotes: 4
Views: 1982
Reputation: 19592
THREEx.FullScreen seems to be using this code:
element.webkitRequestFullScreen();
And what you need is this:
element.webkitRequestFullScreen(Element.ALLOW_KEYBOARD_INPUT);
Seems like this is Chrome-only though.
Upvotes: 4