本文整理汇总了Java中com.badlogic.gdx.InputMultiplexer.addProcessor方法的典型用法代码示例。如果您正苦于以下问题:Java InputMultiplexer.addProcessor方法的具体用法?Java InputMultiplexer.addProcessor怎么用?Java InputMultiplexer.addProcessor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.InputMultiplexer
的用法示例。
在下文中一共展示了InputMultiplexer.addProcessor方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: show
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
@Override
public void show() {
bg = ResKeeper.get(TextureId.BG);
InputMultiplexer im = new InputMultiplexer(stage);
im.addProcessor(new HardInputProcessor() {
@Override
public boolean keyUp(int keycode) {
if (keycode == Keys.BACKSPACE || keycode == Keys.BACK) {
dispose();
Gdx.app.exit();
}
return false;
}
});
Gdx.input.setInputProcessor(im);
Gdx.input.setCatchBackKey(true);
}
示例2: show
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
@Override
public void show() {
stage = new Stage(new StretchViewport(Width,Height));
stage.addActor(tabContinue);
PerspectiveCamera camera2 = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera2.position.set(0, -Width * 0.075f, Width * 0.135f);
camera2.lookAt(0, 0, 0);
camera2.far = Width*0.3f;
camera2.near = 1;
camera2.update();
controller = new CameraInputController(camera2);
CameraGroupStrategy cameraGroupStrategy = new CameraGroupStrategy(camera2);
batch = new DecalBatch(cameraGroupStrategy);
modelBatch = new ModelBatch();
InputMultiplexer in = new InputMultiplexer();
in.addProcessor(stage);
in.addProcessor(controller);
Gdx.input.setInputProcessor(in);
}
示例3: show
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
@Override
public void show() {
if(drawone){
addBackgroundExtension();
addPuls();
addimagebg();
addButtonBottom();
drawone = false;
}
cameraGroupStrategy = new CameraGroupStrategy(camera);
batch = new DecalBatch(cameraGroupStrategy);
stage = new Stage(new StretchViewport(Gdx.graphics.getWidth(),Gdx.graphics.getHeight()));
addtostage();
Gdx.input.setCatchBackKey(true);
inputmulti = new InputMultiplexer();
inputmulti.addProcessor(stage);
Gdx.input.setInputProcessor(inputmulti);
}
示例4: show
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
@Override
public void show() {
if(drawone){
addroomselect();
addButtonBottom();
addPuls();
addimagebg();
addbuildRoom();
addtimerbuildroom();
drawone = false;
}
cameraGroupStrategy = new CameraGroupStrategy(camera);
// CameraInputController controller = new CameraInputController(camera);
stage = new Stage(new StretchViewport(Gdx.graphics.getWidth(),Gdx.graphics.getHeight()));
batchsprite = new SpriteBatch();
addtostage();
batch = new DecalBatch(this.cameraGroupStrategy);
Gdx.input.setCatchBackKey(true);
InputMultiplexer inputmulti = new InputMultiplexer();
inputmulti.addProcessor(stage);
Gdx.input.setInputProcessor(inputmulti);
}
示例5: PlayState
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
public PlayState(GameStateManager gsm) {
super(gsm);
Assets.loadGameStageAssets();
Engine ashleyEngine = new Engine();
LevelManager.loadLevel("maps/simple-map.tmx");
_renderer = new OrthogonalTiledMapRenderer(LevelManager.tiledMap);
_gameCamera = new OrthographicCamera();
EntityFactory entityFactory = new EntityFactory(ashleyEngine);
InputHandler inputhandler = new InputHandler(_gameCamera,entityFactory,gsm,ashleyEngine);
_uiStage = new UiStage();
_entityManager = new EntityManager(ashleyEngine, _batch, _gameCamera, inputhandler, _uiStage, gsm, entityFactory);
InputMultiplexer multi = new InputMultiplexer();
multi.addProcessor(_uiStage);
multi.addProcessor(inputhandler);
Gdx.input.setInputProcessor(multi);
}
示例6: CreateStage
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
private void CreateStage(float w, float h, float scale) {
if(stage!=null) stage.dispose();
stage = new Stage();
addMetallicSlider(w,h,scale);
addRougnessSlider(w,h,scale);
addAlbedoRSlider(w,h,scale);
addAlbedoGSlider(w,h,scale);
addAlbedoBSlider(w,h,scale);
addOcclusionlider(w,h,scale);
addTypeButton(w,h,scale);
InputMultiplexer multiplexer = new InputMultiplexer();
multiplexer.addProcessor(stage);
multiplexer.addProcessor(camController);
Gdx.input.setInputProcessor(multiplexer);
}
示例7: init
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
private void init() {
camera = new OrthographicCamera(Constants.VIEWPORT_WIDTH, Constants.VIEWPORT_HEIGHT);
camera.position.set(0, 0, 0);
camera.update();
isGameOver = false;
player = new Role("lante");
mapMgr = new MapsManager(player);
hudCamera = new OrthographicCamera();
hudCamera.setToOrtho(false, Constants.VIEWPORT_WIDTH, Constants.VIEWPORT_HEIGHT);//physical world
hudCamera.update();
hudScreen = new HUDScreen(this, player);
multiplexer = new InputMultiplexer();
multiplexer.addProcessor(hudScreen.getStage());
multiplexer.addProcessor(this);
input.setInputProcessor(multiplexer);
}
示例8: GameScreen
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
public GameScreen() {
DungeonGenerator dungeonGenerator = DungeonGeneratorFactory.getDungeonGenerator(1);
Dungeon dungeon = dungeonGenerator.generateDungeon();
Dungeon.setActiveDungeon(dungeon);
GameInputHandler gameInputHandler = new GameInputHandler();
PlayerCharacterEntity player = PlayerCharacterEntity.getInstance();
player.placeCharacterIn(dungeon);
player.respawn();
PlayerInputHandler playerInputHandler = new PlayerInputHandler(PlayerCharacterEntity.getInstance());
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.zoom = 0.5f;
batch = new SpriteBatch();
ui = new UserInterface();
inputMultiplexer = new InputMultiplexer();
inputMultiplexer.addProcessor(playerInputHandler);
inputMultiplexer.addProcessor(ui.getInputProcessor());
inputMultiplexer.addProcessor(gameInputHandler);
}
示例9: resetInputProcessing
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
@Override
public void resetInputProcessing () {
usesMultiplexer = true;
appInput = Gdx.input.getInputProcessor();
if (appInput != null) {
if (hasStage(appInput)) {
log("Console already added to input processor!", LogLevel.ERROR);
Gdx.app.log("Console", "Already added to input processor!");
return;
}
multiplexer = new InputMultiplexer();
multiplexer.addProcessor(stage);
multiplexer.addProcessor(appInput);
Gdx.input.setInputProcessor(multiplexer);
} else {
Gdx.input.setInputProcessor(stage);
}
}
示例10: State
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
public State(){
entities = new Stack<Entity>();
layeredEntityList = new ArrayList<LayeredEntity>();
particles = new Stack<Particle>();
text = new Stack<Text>();
tiles = new Stack<Entity>();
cam = new Camera(MyGdxGame.VIRTUAL_WIDTH, MyGdxGame.VIRTUAL_HEIGHT, 1);
cam3d = new Camera3D(75, MyGdxGame.VIRTUAL_WIDTH, MyGdxGame.VIRTUAL_HEIGHT);
sb = new SpriteBatch();
CameraGroupStrategy cgs = new CameraGroupStrategy(cam3d, new LayeredEntity.YComparator());
db = new DecalBatch(cgs);
cursor = new Cursor(cam);
ui = new UI(cursor);
inputMultiplexer = new InputMultiplexer();
inputMultiplexer.addProcessor(ui);
Gdx.input.setInputProcessor(inputMultiplexer);
}
示例11: create
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
public void create()
{
skin = Global.loadSkin();
stage = new Stage( new ScreenViewport() );
batch = new SpriteBatch();
table = new Table();
stage.addActor( table );
table.setFillParent( true );
inputMultiplexer = new InputMultiplexer();
InputProcessor inputProcessorOne = this;
InputProcessor inputProcessorTwo = stage;
inputMultiplexer.addProcessor( inputProcessorTwo );
inputMultiplexer.addProcessor( inputProcessorOne );
}
示例12: create
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
@Override
public void create () {
resourceManager = new ResourceManager();
resourceManager.initAllResources();
menuStage_ = new MenuStage(resourceManager);
gameStage_ = new GameStage(resourceManager);
dialogStage = new DialogStage(gameStage_);
uiStage = new UIStage(resourceManager,gameStage_);
inputMultiplexer = new InputMultiplexer();
inputMultiplexer.addProcessor(menuStage_);
inputMultiplexer.addProcessor(dialogStage);
inputMultiplexer.addProcessor(uiStage);
inputMultiplexer.addProcessor(gameStage_);
inputMultiplexer.addProcessor(new GestureDetector(new MyGestureListener(this)));
Gdx.input.setInputProcessor(inputMultiplexer);
}
示例13: show
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
@Override
public void show() {
InputMultiplexer im = new InputMultiplexer(stage);
im.addProcessor(new HardInputProcessor() {
@Override
public boolean keyUp(int keycode) {
if (keycode == Keys.BACKSPACE || keycode == Keys.BACK) {
dispose();
manager.showMenu();
}
return false;
}
});
Gdx.input.setInputProcessor(im);
Gdx.input.setCatchBackKey(true);
}
示例14: changeTest
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
void changeTest (int index) {
// Remove the old behavior and its window
testsTable.clear();
if (currentTest != null) {
if (currentTest.getDetailWindow() != null) currentTest.getDetailWindow().remove();
currentTest.dispose();
}
// Add the new behavior and its window
currentTest = tests[index];
currentTest.create();
InputMultiplexer im = (InputMultiplexer)Gdx.input.getInputProcessor();
if (im.size() > 1) im.removeProcessor(1);
if (currentTest.getInputProcessor() != null) im.addProcessor(currentTest.getInputProcessor());
if (currentTest.getDetailWindow() != null) stage.addActor(currentTest.getDetailWindow());
}
示例15: show
import com.badlogic.gdx.InputMultiplexer; //导入方法依赖的package包/类
@Override
public void show() {
final InputMultiplexer multiplexer = new InputMultiplexer();
multiplexer.addProcessor(stage);
multiplexer.addProcessor(inputProcessor);
Gdx.input.setInputProcessor(multiplexer);
if (World.getInstance().isDisposed()) {
try {
World.getInstance().load();
} catch (Exception e) {
EngineLogger.error("ERROR LOADING GAME", e);
dispose();
Gdx.app.exit();
}
}
World.getInstance().resume();
}