List of usage examples for com.badlogic.gdx.scenes.scene2d InputEvent getKeyCode
public int getKeyCode()
From source file:com.blastedstudios.gdxworld.util.ui.Scene2DUtils.java
License:Apache License
/** @see #copy(Event, Event) */ public static void copy(InputEvent c, InputEvent e) { copy((Event) c, e);//from ww w . j a va 2 s . co m c.setStageX(e.getStageX()); c.setStageY(e.getStageY()); c.setButton(e.getButton()); c.setCharacter(e.getCharacter()); c.setKeyCode(e.getKeyCode()); c.setPointer(e.getPointer()); c.setType(e.getType()); c.setRelatedActor(e.getRelatedActor()); c.setScrollAmount(e.getScrollAmount()); }
From source file:com.o2d.pkayjava.editor.event.KeyboardListener.java
License:Apache License
private void handleInputListener(InputEvent event) { switch (event.getType()) { case keyUp:// w ww. jav a 2 s.com if (event.getKeyCode() == Input.Keys.ENTER) { keyboardHandler((VisTextField) event.getTarget()); VisTextField field = (VisTextField) event.getTarget(); lastValue = field.getText(); } break; } }
From source file:com.stercore.code.net.dermetfan.utils.libgdx.scene2d.ui.ContextMenu.java
License:Apache License
/** {@link #show(Event) Shows} on right click and menu key press. Hides on left click, escape key and back key. * Note that this will not hide on clicks on other actors except the {@link Event#getListenerActor()}'s children. */ @Override/* w ww .ja v a 2 s . c o m*/ public boolean handle(Event e) { if (!(e instanceof InputEvent)) return false; InputEvent event = (InputEvent) e; switch (event.getType()) { case touchDown: return event.getButton() == Buttons.RIGHT ? show(event) : hide(event); // right shows, left hides case keyDown: if (event.getKeyCode() == Keys.MENU) // menu key shows return show(event); else if (event.getKeyCode() == Keys.ESCAPE || event.getKeyCode() == Keys.BACK) // escape and back hide return hide(event); } return false; }
From source file:es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO.java
License:Open Source License
public EAdGUIEvent getGUIEvent(com.badlogic.gdx.scenes.scene2d.Event e) { EAdGUIEvent guiEvent = null;//from w ww. ja va 2 s . c o m // First check DragEvent, because it is also an InputEvent if (e instanceof DragEvent) { return ((DragEvent) e).getDragEvent(); } else if (e instanceof InputEvent) { InputEvent i = (InputEvent) e; switch (i.getType()) { case mouseMoved: guiEvent = MouseGEv.MOUSE_MOVED; break; case touchDown: switch (i.getButton()) { case Input.Buttons.LEFT: guiEvent = MouseGEv.MOUSE_LEFT_PRESSED; break; case Input.Buttons.RIGHT: guiEvent = MouseGEv.MOUSE_RIGHT_PRESSED; break; case Input.Buttons.MIDDLE: guiEvent = MouseGEv.MOUSE_MIDDLE_PRESSED; break; } break; case touchUp: switch (i.getButton()) { case Input.Buttons.LEFT: guiEvent = MouseGEv.MOUSE_LEFT_RELEASED; break; case Input.Buttons.RIGHT: guiEvent = MouseGEv.MOUSE_RIGHT_RELEASED; break; case Input.Buttons.MIDDLE: guiEvent = MouseGEv.MOUSE_MIDDLE_RELEASED; break; } break; case enter: guiEvent = MouseGEv.MOUSE_ENTERED; break; case exit: guiEvent = MouseGEv.MOUSE_EXITED; break; case keyDown: // XXX Fixme, news!! guiEvent = new KeyGEv(KeyEventType.KEY_PRESSED, getKeyCode(i.getKeyCode())); break; case keyUp: guiEvent = new KeyGEv(KeyEventType.KEY_RELEASED, getKeyCode(i.getKeyCode())); break; case keyTyped: guiEvent = new KeyGEv(KeyEventType.KEY_TYPED, getKeyCode(i.getKeyCode())); break; default: break; } } return guiEvent; }
From source file:net.dermetfan.gdx.scenes.scene2d.Scene2DUtils.java
License:Apache License
/** @see #copy(Event, Event) */ public static void copy(InputEvent e, InputEvent c) { copy((Event) e, c);/*from w ww. ja v a2s. co m*/ c.setStageX(e.getStageX()); c.setStageY(e.getStageY()); c.setButton(e.getButton()); c.setCharacter(e.getCharacter()); c.setKeyCode(e.getKeyCode()); c.setPointer(e.getPointer()); c.setType(e.getType()); c.setRelatedActor(e.getRelatedActor()); c.setScrollAmount(e.getScrollAmount()); }