com.sadafnoor.accelerometerInputProcessorTests.AccelerometerInputProcessorTestScreen.java Source code

Java tutorial

Introduction

Here is the source code for com.sadafnoor.accelerometerInputProcessorTests.AccelerometerInputProcessorTestScreen.java

Source

package com.sadafnoor.accelerometerInputProcessorTests;
/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

import com.badlogic.gdx.AccelerometerInputProcessor;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.GLCommon;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;

public class AccelerometerInputProcessorTestScreen implements Screen, AccelerometerInputProcessor {
    Skin skin;
    Stage stage;
    SpriteBatch batch;

    TextButton textButton;

    Game g;
    private TextButtonStyle textButtonStyle;

    public AccelerometerInputProcessorTestScreen(Game g) {
        create();
        this.g = g;
    }

    public void create() {
        batch = new SpriteBatch();
        stage = new Stage();
        //      Gdx.input.setInputProcessor(stage);
        Gdx.input.setInputProcessor(this);

        // A skin can be loaded via JSON or defined programmatically, either is fine. Using a skin is optional but strongly
        // recommended solely for the convenience of getting a texture, region, etc as a drawable, tinted drawable, etc.
        skin = new Skin();

        //skin.add("white", new Texture(pixmap));

        // Store the default libgdx font under the name "default".
        BitmapFont bfont = new BitmapFont();
        bfont.scale(1);
        skin.add("default", bfont);

        textButtonStyle = new TextButtonStyle();
        textButtonStyle.font = skin.getFont("default");
        skin.add("default", textButtonStyle);

        // Create a button with the "default" TextButtonStyle. A 3rd parameter can be used to specify a name other than "default".
        textButton = new TextButton("initial", skin);
        textButton.setPosition(50, 50);
        stage.addActor(textButton);

    }

    public void render(float delta) {
        if (textButtonStyle == null) {
            create();
        }
        Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
        stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
        stage.draw();
        Table.drawDebug(stage);
    }

    @Override
    public void resize(int width, int height) {
        stage.setViewport(width, height, false);
    }

    @Override
    public void dispose() {
        stage.dispose();
        skin.dispose();
    }

    @Override
    public void show() {
        // TODO Auto-generated method stub
        create();
    }

    @Override
    public void hide() {
        // TODO Auto-generated method stub

    }

    @Override
    public void pause() {
        // TODO Auto-generated method stub

    }

    @Override
    public void resume() {
        // TODO Auto-generated method stub

    }

    @Override
    public boolean keyDown(int keycode) {
        // TODO Auto-generated method stub
        textButton.setText("hello " + keycode);
        return true;
    }

    @Override
    public boolean keyUp(int keycode) {

        return true;
    }

    @Override
    public boolean keyTyped(char character) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {

        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean onTiltX(float x) {
        textButton.setText("tiltx" + x);
        return false;
    }

    @Override
    public boolean onTiltY(float y) {
        //textButton.setText("tilty"+y);

        return false;
    }

    @Override
    public boolean onTiltZ(float z) {
        //textButton.setText("tiltz"+z);

        return false;
    }

}