v1.2.0: added hover-based pointer events
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@@ -27,7 +27,6 @@ import com.badlogic.gdx.InputAdapter;
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import com.badlogic.gdx.InputMultiplexer;
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import com.badlogic.gdx.InputProcessor;
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import com.watabou.noosa.Game;
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import com.watabou.utils.PointF;
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public class InputHandler extends InputAdapter {
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@@ -91,29 +90,25 @@ public class InputHandler extends InputAdapter {
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@Override
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public synchronized boolean touchDown(int screenX, int screenY, int pointer, int button) {
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Gdx.input.setOnscreenKeyboardVisible(false); //in-game events never need keyboard, so hide it
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, pointer, true));
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, pointer, PointerEvent.Type.DOWN));
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return true;
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}
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@Override
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public synchronized boolean touchUp(int screenX, int screenY, int pointer, int button) {
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, pointer, false));
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, pointer, PointerEvent.Type.UP));
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return true;
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}
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@Override
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public synchronized boolean touchDragged(int screenX, int screenY, int pointer) {
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, pointer, true));
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, pointer, PointerEvent.Type.DOWN));
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return true;
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}
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//TODO tracking this should probably be in PointerEvent
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private static PointF pointerHoverPos = new PointF();
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@Override
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public boolean mouseMoved(int screenX, int screenY) {
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pointerHoverPos.x = screenX;
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pointerHoverPos.y = screenY;
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, -1, PointerEvent.Type.HOVER));
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return true;
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}
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@@ -147,7 +142,7 @@ public class InputHandler extends InputAdapter {
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@Override
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public boolean scrolled(float amountX, float amountY) {
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ScrollEvent.addScrollEvent( new ScrollEvent(pointerHoverPos, amountY));
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ScrollEvent.addScrollEvent( new ScrollEvent(PointerEvent.lastHoverPos, amountY));
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return true;
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}
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}
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