v0.9.4: added support for input multiplexing
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@ -21,18 +21,62 @@
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package com.watabou.input;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input;
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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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private InputMultiplexer multiplexer;
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public InputHandler( Input input ){
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input.setInputProcessor( this );
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//An input multiplexer, with additional coord tweaks for power saver mode
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multiplexer = new InputMultiplexer(){
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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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return super.touchDown(screenX, screenY, pointer, button);
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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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return super.touchDragged(screenX, screenY, pointer);
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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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return super.touchUp(screenX, screenY, pointer, button);
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}
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@Override
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public boolean mouseMoved(int screenX, int screenY) {
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screenX /= (Game.dispWidth / (float)Game.width);
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screenY /= (Game.dispHeight / (float)Game.height);
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return super.mouseMoved(screenX, screenY);
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}
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};
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input.setInputProcessor(multiplexer);
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addInputProcessor(this);
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input.setCatchKey( Input.Keys.BACK, true);
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input.setCatchKey( Input.Keys.MENU, true);
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}
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public void addInputProcessor(InputProcessor processor){
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multiplexer.addProcessor(0, processor);
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}
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public void removeInputProcessor(InputProcessor processor){
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multiplexer.removeProcessor(processor);
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}
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public void processAllEvents(){
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PointerEvent.processPointerEvents();
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@ -46,24 +90,19 @@ 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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screenX /= (Game.dispWidth / (float)Game.width);
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screenY /= (Game.dispHeight / (float)Game.height);
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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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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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screenX /= (Game.dispWidth / (float)Game.width);
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screenY /= (Game.dispHeight / (float)Game.height);
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, pointer, false));
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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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screenX /= (Game.dispWidth / (float)Game.width);
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screenY /= (Game.dispHeight / (float)Game.height);
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PointerEvent.addPointerEvent(new PointerEvent(screenX, screenY, pointer, true));
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return true;
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}
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@ -73,8 +112,6 @@ public class InputHandler extends InputAdapter {
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@Override
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public boolean mouseMoved(int screenX, int screenY) {
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screenX /= (Game.dispWidth / (float)Game.width);
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screenY /= (Game.dispHeight / (float)Game.height);
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pointerHoverPos.x = screenX;
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pointerHoverPos.y = screenY;
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return true;
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@ -78,8 +78,8 @@ public class Game implements ApplicationListener {
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public static float elapsed = 0f;
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public static float timeTotal = 0f;
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public static long realTime = 0;
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protected static InputHandler inputHandler;
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public static InputHandler inputHandler;
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public static PlatformSupport platform;
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@ -95,9 +95,9 @@ public class Game implements ApplicationListener {
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density = Gdx.graphics.getDensity();
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dispHeight = Gdx.graphics.getDisplayMode().height;
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dispWidth = Gdx.graphics.getDisplayMode().width;
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inputHandler = new InputHandler( Gdx.input );
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//refreshes texture and vertex data stored on the gpu
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versionContextRef = Gdx.graphics.getGLVersion();
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Blending.useDefault();
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@ -123,7 +123,7 @@ public class Game implements ApplicationListener {
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}
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if (height != Game.height || width != Game.width) {
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Game.width = width;
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Game.height = height;
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