DEADSOFTWARE

Add my repo for automultibind
[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / GameRenderer.java
index 2ae4756f54ab06b08b1c309ca3330348f4726d3c..93dc8b95f233bd1abb8ac5e01c9efbece0498a30 100644 (file)
@@ -9,7 +9,8 @@ import com.badlogic.gdx.math.Vector2;
 import com.badlogic.gdx.utils.ObjectMap;
 import com.badlogic.gdx.utils.TimeUtils;
 import ru.deadsoftware.cavedroid.MainConfig;
-import ru.deadsoftware.cavedroid.game.input.IGameInputHandler;
+import ru.deadsoftware.cavedroid.game.input.IKeyboardInputHandler;
+import ru.deadsoftware.cavedroid.game.input.IMouseInputHandler;
 import ru.deadsoftware.cavedroid.game.input.Joystick;
 import ru.deadsoftware.cavedroid.game.input.action.KeyboardInputAction;
 import ru.deadsoftware.cavedroid.game.input.action.MouseInputAction;
@@ -51,8 +52,8 @@ public class GameRenderer extends Renderer {
     private final CursorMouseInputHandler mCursorMouseInputHandler;
     private final MouseInputActionMapper mMouseInputActionMapper;
     private final KeyboardInputActionMapper mKeyboardInputActionMapper;
-    private final Set<IGameInputHandler<MouseInputAction>> mMouseInputHandlers;
-    private final Set<IGameInputHandler<KeyboardInputAction>> mKeyboardInputHandlers;
+    private final Set<IMouseInputHandler> mMouseInputHandlers;
+    private final Set<IKeyboardInputHandler> mKeyboardInputHandlers;
     private final GameWindowsManager mGameWindowsManager;
     private final TooltipManager mTooltipManager;
 
@@ -71,8 +72,8 @@ public class GameRenderer extends Renderer {
                  CursorMouseInputHandler cursorMouseInputHandler,
                  MouseInputActionMapper mouseInputActionMapper,
                  KeyboardInputActionMapper keyboardInputActionMapper,
-                 Set<IGameInputHandler<MouseInputAction>> mouseInputHandlers,
-                 Set<IGameInputHandler<KeyboardInputAction>> keyboardInputHandlers,
+                 Set<IMouseInputHandler> mouseInputHandlers,
+                 Set<IKeyboardInputHandler> keyboardInputHandlers,
                  GameWindowsManager gameWindowsManager,
                  TooltipManager tooltipManager) {
         super(mainConfig.getWidth(), mainConfig.getHeight());
@@ -81,7 +82,12 @@ public class GameRenderer extends Renderer {
         mMobsController = mobsController;
         mGameWorld = gameWorld;
         mRenderers = new ArrayList<>(renderers);
-        mRenderers.sort(Comparator.comparingInt(IGameRenderer::getRenderLayer));
+        kotlin.collections.CollectionsKt.sortWith(mRenderers, new Comparator<IGameRenderer>() {
+            @Override
+            public int compare(IGameRenderer o1, IGameRenderer o2) {
+                return o1.getRenderLayer() - o2.getRenderLayer();
+            }
+        });
         mCursorMouseInputHandler = cursorMouseInputHandler;
         mMouseInputActionMapper = mouseInputActionMapper;
         mKeyboardInputActionMapper = keyboardInputActionMapper;
@@ -224,7 +230,7 @@ public class GameRenderer extends Renderer {
 
         boolean anyProcessed = false;
 
-        for (IGameInputHandler<MouseInputAction> handler : mMouseInputHandlers) {
+        for (IMouseInputHandler handler : mMouseInputHandlers) {
             final boolean conditions = handler.checkConditions(action);
             if (conditions) {
                 anyProcessed = true;
@@ -338,7 +344,7 @@ public class GameRenderer extends Renderer {
 
         boolean anyProcessed = false;
 
-        for (IGameInputHandler<KeyboardInputAction> handler : mKeyboardInputHandlers) {
+        for (IKeyboardInputHandler handler : mKeyboardInputHandlers) {
             final boolean conditions = handler.checkConditions(action);
             if (conditions) {
                 anyProcessed = true;
@@ -374,7 +380,9 @@ public class GameRenderer extends Renderer {
         Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
 
         spriter.begin();
-        mRenderers.forEach(iGameRenderer -> iGameRenderer.draw(spriter, shaper, getCameraViewport(), delta));
+        for (IGameRenderer iGameRenderer : mRenderers) {
+            iGameRenderer.draw(spriter, shaper, getCameraViewport(), delta);
+        }
         handleMousePosition();
         spriter.end();