v0.7.4b: Initial LibGDX commit! more details below:

Large sections of game logic are now working through libgdx instead of
android libraries. There is still work to do but this is the first
major step. Big changes include:
- Graphics code is now through LibGDX (except for text rendering)
- Initialization and screen-handling logic is now mostly through LibGDX
- Audio is now through LibGDX
- Input handling is now through LibGDX
- Most misc functions are now through LibGDX
This commit is contained in:
Evan Debenham
2019-07-30 16:50:40 -04:00
parent f10be84a10
commit 2a523f2ea2
42 changed files with 828 additions and 972 deletions

View File

@@ -0,0 +1,120 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2019 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.input;
import com.badlogic.gdx.InputAdapter;
import com.watabou.noosa.Game;
import java.util.ArrayList;
public class InputHandler extends InputAdapter {
// Accumulated touch events
protected ArrayList<Touchscreen.Touch> touchEvents = new ArrayList<>();
// Accumulated key events
protected ArrayList<Keys.Key> keyEvents = new ArrayList<>();
@Override
public boolean keyDown( int keyCode ) {
if (keyCode != Keys.BACK &&
keyCode != Keys.MENU) {
return false;
}
synchronized (keyEvents) {
keyEvents.add( new Keys.Key(keyCode, true) );
}
return true;
}
@Override
public boolean keyUp( int keyCode ) {
if (keyCode != Keys.BACK &&
keyCode != Keys.MENU) {
return false;
}
synchronized (keyEvents) {
keyEvents.add( new Keys.Key(keyCode, false) );
}
return true;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
screenX /= (Game.dispWidth / (float)Game.width);
screenY /= (Game.dispHeight / (float)Game.height);
synchronized (touchEvents) {
touchEvents.add(new Touchscreen.Touch(screenX, screenY, pointer, true));
}
return true;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
screenX /= (Game.dispWidth / (float)Game.width);
screenY /= (Game.dispHeight / (float)Game.height);
synchronized (touchEvents) {
touchEvents.add(new Touchscreen.Touch(screenX, screenY, pointer, false));
}
return true;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
screenX /= (Game.dispWidth / (float)Game.width);
screenY /= (Game.dispHeight / (float)Game.height);
synchronized (touchEvents) {
touchEvents.add(new Touchscreen.Touch(screenX, screenY, pointer, true));
}
return true;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
public void processAllEvents(){
synchronized (touchEvents) {
Touchscreen.processTouchEvents( touchEvents );
touchEvents.clear();
}
synchronized (keyEvents) {
Keys.processKeyEvents( keyEvents );
keyEvents.clear();
}
}
}

View File

@@ -21,34 +21,22 @@
package com.watabou.input;
import android.view.KeyEvent;
import com.badlogic.gdx.Input;
import com.watabou.utils.Signal;
import java.util.ArrayList;
//TODO probably want to merge this into a central input processor class
public class Keys {
public static final int BACK = KeyEvent.KEYCODE_BACK;
public static final int MENU = KeyEvent.KEYCODE_MENU;
public static final int BACK = Input.Keys.BACK;
public static final int MENU = Input.Keys.MENU;
public static Signal<Key> event = new Signal<Key>( true );
public static Signal<Key> event = new Signal<>( true );
public static void processTouchEvents( ArrayList<KeyEvent> events ) {
int size = events.size();
for (int i=0; i < size; i++) {
KeyEvent e = events.get( i );
switch (e.getAction()) {
case KeyEvent.ACTION_DOWN:
event.dispatch( new Key( e.getKeyCode(), true ) );
break;
case KeyEvent.ACTION_UP:
event.dispatch( new Key( e.getKeyCode(), false ) );
break;
}
public static void processKeyEvents( ArrayList<Key> events ){
for (Key k : events){
event.dispatch(k);
}
}

View File

@@ -21,71 +21,38 @@
package com.watabou.input;
import android.view.MotionEvent;
import com.watabou.noosa.Game;
import com.watabou.utils.PointF;
import com.watabou.utils.Signal;
import java.util.ArrayList;
import java.util.HashMap;
//TODO integrate into a central input handler class
public class Touchscreen {
public static Signal<Touch> event = new Signal<Touch>( true );
public static Signal<Touch> event = new Signal<>( true );
public static HashMap<Integer,Touch> pointers = new HashMap<Integer, Touch>();
public static HashMap<Integer,Touch> pointers = new HashMap<>();
public static float x;
public static float y;
public static boolean touched;
public static void processTouchEvents( ArrayList<MotionEvent> events ) {
int size = events.size();
for (int i=0; i < size; i++) {
MotionEvent e = events.get( i );
Touch touch;
switch (e.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
touched = true;
touch = new Touch( e, 0 );
pointers.put( e.getPointerId( 0 ), touch );
event.dispatch( touch );
break;
case MotionEvent.ACTION_POINTER_DOWN:
int index = e.getActionIndex();
touch = new Touch( e, index );
pointers.put( e.getPointerId( index ), touch );
event.dispatch( touch );
break;
case MotionEvent.ACTION_MOVE:
int count = e.getPointerCount();
for (int j=0; j < count; j++) {
if (pointers.containsKey(e.getPointerId(j))) {
pointers.get(e.getPointerId(j)).update(e, j);
}
public static void processTouchEvents( ArrayList<Touch> events ) {
for (Touch t : events){
if (pointers.containsKey(t.id)){
Touch existing = pointers.get(t.id);
existing.current = t.current;
if (existing.down == t.down){
event.dispatch( null );
} else if (t.down) {
event.dispatch( existing );
} else {
pointers.remove(existing.id);
event.dispatch(existing.up());
}
event.dispatch( null );
break;
case MotionEvent.ACTION_POINTER_UP:
event.dispatch( pointers.remove( e.getPointerId( e.getActionIndex() ) ).up() );
break;
case MotionEvent.ACTION_UP:
touched = false;
event.dispatch( pointers.remove( e.getPointerId( 0 ) ).up() );
break;
} else {
if (t.down) {
pointers.put(t.id, t);
}
event.dispatch(t);
}
e.recycle();
}
}
@@ -93,29 +60,20 @@ public class Touchscreen {
public PointF start;
public PointF current;
public int id;
public boolean down;
public Touch( MotionEvent e, int index ) {
float x = e.getX( index );
float y = e.getY( index );
x /= (Game.dispWidth / (float)Game.width);
y /= (Game.dispHeight / (float)Game.height);
start = new PointF( x, y );
current = new PointF( x, y );
down = true;
public Touch( int x, int y, int id, boolean down){
start = current = new PointF(x, y);
this.id = id;
this.down = down;
}
public void update( MotionEvent e, int index ) {
float x = e.getX( index );
float y = e.getY( index );
x /= (Game.dispWidth / (float)Game.width);
y /= (Game.dispHeight / (float)Game.height);
public void update( Touch other ){
this.current = other.current;
}
public void update( int x, int y ){
current.set( x, y );
}