[etoys-dev] Keyboard support
karlramberg at gmail.com
Thu Feb 16 16:18:30 EST 2012
On Thu, Feb 16, 2012 at 9:40 PM, karl ramberg <karlramberg at gmail.com> wrote:
> Works great for me.
> I only have Windows so I can't tell if it has platform issues.
> Maybe we can mix it with this so the script can be triggered with a
> #keyDown or #keyUp 'event' ?
> With this the script does not need to be ticking to execute.
The KeyPressMorph could self have a #keyDown and #keyUp script trigger so
it could send messages to other players.
> (On second thought I'm not sure if it's a good idea. But it can be
> good to discuss :-) )
> On Thu, Feb 16, 2012 at 9:05 PM, Ricardo Moran <richi.moran at gmail.com> wrote:
>> I know this is not in the 16 items list but I made a very simple project to
>> enhance the keyboard support and I would like to get it considered for
>> inclusion. It's based on the suggestions from Bert for my old project in
>> It's now a single-key morph and it compares the keyStrings (I don't know if
>> this is good or bad). I hope it works across platforms (even if you have to
>> reconfigure the keys when you open the project). I only have windows here so
>> I would appreciate if someone can tell me if this works on Linux and Mac.
>> etoys-dev mailing list
>> etoys-dev at squeakland.org
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