package ru.deadsoftware.cavecraft; import com.badlogic.gdx.Input; import com.badlogic.gdx.InputProcessor; import ru.deadsoftware.cavecraft.game.GameInputHandler; import ru.deadsoftware.cavecraft.game.GameProc; import static ru.deadsoftware.cavecraft.GameScreen.getHeight; import static ru.deadsoftware.cavecraft.GameScreen.getWidth; public class InputHandler implements InputProcessor { private GameProc gameProc; private GameInputHandler gameInput; private float tWidth, tHeight; public InputHandler(GameProc gameProc) { this.gameProc = gameProc; this.gameInput = new GameInputHandler(gameProc); tWidth = gameProc.renderer.camera.viewportWidth; tHeight = gameProc.renderer.camera.viewportHeight; } @Override public boolean keyDown(int keycode) { gameInput.keyDown(keycode); return false; } @Override public boolean keyUp(int keycode) { gameInput.keyUp(keycode); return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { int tx = (int)(screenX * tWidth/getWidth()); int ty = (int)(screenY * tHeight/getHeight()); screenX *= gameProc.renderer.camera.viewportWidth/getWidth(); screenY *= gameProc.renderer.camera.viewportHeight/getHeight(); if (CaveGame.TOUCH) { if (tx > 26 && tx < 52 && ty > tHeight - 52 && ty < tHeight - 26) { if (gameProc.ctrlMode==1) gameInput.keyDown(Input.Keys.W); else gameInput.keyDown(Input.Keys.SPACE); } else if (tx > 0 && tx < 26 && ty > tHeight - 26) { gameInput.keyDown(Input.Keys.A); } else if (tx > 26 && tx < 52 && ty > tHeight - 26) { if (gameProc.ctrlMode==1) gameInput.keyDown(Input.Keys.S); else gameInput.keyDown(Input.Keys.CONTROL_LEFT); } else if (tx > 52 && tx < 78 && ty > tHeight - 26) { gameInput.keyDown(Input.Keys.D); } else if (tx > 78 && tx < 104 && ty > tHeight - 26) { gameInput.keyDown(Input.Keys.ALT_LEFT); } else if (tx > tWidth - 52 && tx < tWidth - 26 && ty > tHeight - 26) { gameInput.touchDown(screenX, screenY, Input.Buttons.LEFT); } else if (tx > tWidth - 26 && screenY > ty - 26) { gameInput.touchDown(screenX, screenY, Input.Buttons.RIGHT); } else { gameInput.touchDown(screenX, screenY, Input.Buttons.LEFT); } } else { gameInput.touchDown(screenX, screenY, button); } return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { int tx = (int)(screenX * tWidth/getWidth()); int ty = (int)(screenY * tHeight/getHeight()); screenX *= gameProc.renderer.camera.viewportWidth/getWidth(); screenY *= gameProc.renderer.camera.viewportHeight/getHeight(); if (CaveGame.TOUCH) { if (tx > 26 && tx < 52 && ty > tHeight - 52 && ty < tHeight - 26) { if (gameProc.ctrlMode==1) gameInput.keyUp(Input.Keys.W); else gameInput.keyUp(Input.Keys.SPACE); } else if (tx > 0 && tx < 26 && ty > tHeight - 26) { gameInput.keyUp(Input.Keys.A); } else if (tx > 26 && tx < 52 && ty > tHeight - 26) { if (gameProc.ctrlMode==1) gameInput.keyUp(Input.Keys.S); else gameInput.keyUp(Input.Keys.CONTROL_LEFT); } else if (tx > 52 && tx < 78 && ty > tHeight - 26) { gameInput.keyUp(Input.Keys.D); } else if (tx > 78 && tx < 104 && ty > tHeight - 26) { gameInput.keyUp(Input.Keys.ALT_LEFT); } else if (tx > tWidth - 52 && tx < tWidth - 26 && ty > tHeight - 26) { gameInput.touchUp(screenX, screenY, Input.Buttons.LEFT); } else if (tx > tWidth - 26 && screenY > ty - 26) { gameInput.touchUp(screenX, screenY, Input.Buttons.RIGHT); } else { gameInput.touchUp(screenX, screenY, Input.Buttons.LEFT); } } else { gameInput.touchUp(screenX, screenY, button); } return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { screenX *= gameProc.renderer.camera.viewportWidth/getWidth(); screenY *= gameProc.renderer.camera.viewportHeight/getHeight(); gameInput.touchDragged(screenX, screenY); return false; } @Override public boolean mouseMoved(int screenX, int screenY) { screenX *= gameProc.renderer.camera.viewportWidth/getWidth(); screenY *= gameProc.renderer.camera.viewportHeight/getHeight(); gameInput.mouseMoved(screenX,screenY); return false; } @Override public boolean scrolled(int amount) { gameInput.scrolled(amount); return false; } }