com.watabou.input.NoosaInputProcessor.java Source code

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/*
 * Copyright (C) 2012-2014  Oleg Dolya
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>
 */

package com.watabou.input;

import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.utils.IntMap;
import com.watabou.utils.PointF;
import com.watabou.utils.Signal;

public abstract class NoosaInputProcessor<T> implements InputProcessor {
    protected Signal<Key<T>> eventKey = new Signal<>(true);
    protected Signal<Touch> eventTouch = new Signal<>(true);
    protected Signal<PDMouseEvent> eventMouse = new Signal<>(true);
    protected IntMap<Touch> pointers = new IntMap<>();

    public static final int MODIFIER_KEY = Input.Keys.CONTROL_LEFT;

    public static boolean modifier = false;

    /**
     * Called after the platform has been initialized
     */
    public void init() {
        // Do nothing
    }

    @Override
    public boolean keyDown(int keycode) {
        switch (keycode) {

        case Input.Keys.VOLUME_DOWN:
        case Input.Keys.VOLUME_UP:
            return false;

        case MODIFIER_KEY:
            modifier = true;

        default:
            eventKey.dispatch(new Key<>(keycode, keycodeToGameAction(keycode), true));
            return true;
        }
    }

    protected abstract T keycodeToGameAction(int keycode);

    @Override
    public boolean keyUp(int keycode) {
        switch (keycode) {

        case Input.Keys.VOLUME_DOWN:
        case Input.Keys.VOLUME_UP:
            return false;

        case MODIFIER_KEY:
            modifier = false;

        default:
            eventKey.dispatch(new Key<>(keycode, keycodeToGameAction(keycode), false));
            return true;
        }
    }

    @Override
    public boolean keyTyped(char character) {
        return false;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        eventMouse.dispatch(new PDMouseEvent(amount));
        return true;
    }

    public void addKeyListener(Signal.Listener<Key<T>> listener) {
        eventKey.add(listener);
    }

    public void removeKeyListener(Signal.Listener<Key<T>> listener) {
        eventKey.remove(listener);
    }

    public void addTouchListener(Signal.Listener<Touch> listener) {
        eventTouch.add(listener);
    }

    public void removeTouchListener(Signal.Listener<Touch> listener) {
        eventTouch.remove(listener);
    }

    public void addMouseListener(Signal.Listener<PDMouseEvent> listener) {
        eventMouse.add(listener);
    }

    public void removeMouseListener(Signal.Listener<PDMouseEvent> listener) {
        eventMouse.remove(listener);
    }

    public void cancelKeyEvent() {
        eventKey.cancel();
    }

    public void cancelTouchEvent() {
        eventTouch.cancel();
    }

    public void cancelMouseEvent() {
        eventMouse.cancel();
    }

    public void removeAllKeyEvent() {
        eventKey.removeAll();
    }

    public void removeAllTouchEvent() {
        eventTouch.removeAll();
    }

    public void removeAllMouseEvent() {
        eventMouse.removeAll();
    }

    public static class PDMouseEvent {
        // TODO: This should probably contain the position of the mouse as well to be used by 'mouseMoved'
        public final int scroll;

        public PDMouseEvent(int scroll) {
            this.scroll = scroll;
        }
    }

    public static class Key<T> {
        // FIXME: This is only here to support reading the key from PD-Classes, but that should also be abstracted and this removed
        public final int code;
        public final T action;
        public final boolean pressed;

        public Key(int code, T action, boolean pressed) {
            this.code = code;
            this.action = action;
            this.pressed = pressed;
        }
    }

    public static class Touch {

        public PointF start;
        public PointF current;
        public boolean down;

        public Touch(int x, int y) {
            start = new PointF(x, y);
            current = new PointF(x, y);

            down = true;
        }

        public void update(int x, int y) {
            current.set(x, y);
        }

        public Touch up() {
            down = false;
            return this;
        }
    }
}