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