package ch.asynk.zproject.screens; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.Input; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.InputMultiplexer; import com.badlogic.gdx.input.GestureDetector; import com.badlogic.gdx.input.GestureDetector.GestureAdapter; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector3; import ch.asynk.zproject.ZProject; import ch.asynk.zproject.Hud; import ch.asynk.zproject.Board; public class GameScreen implements Screen { private static final float INPUT_DELAY = 0.1f; // filter out touches after gesture private static final float ZOOM_SCROLL_FACTOR = .1f; private static final float ZOOM_GESTURE_FACTOR = .01f; private final ZProject zproject; private final Hud hud; private final Board board; private final GameCamera camera; private final SpriteBatch batch; private final Vector2 dragPos = new Vector2(); private final Vector3 boardTouch = new Vector3(); private final Vector3 hudTouch = new Vector3(); private boolean paused; private float inputDelay; private boolean inputBlocked; public GameScreen(final ZProject zproject) { this.zproject = zproject; this.hud = new Hud(zproject.assets); this.board = new Board(zproject.assets); this.batch = new SpriteBatch(); this.camera = new GameCamera(10, board.getWidth(), board.getHeight(), 1.0f, 0.3f, false); Gdx.input.setInputProcessor(getMultiplexer(this)); this.paused = false; this.inputDelay = 0f; this.inputBlocked = false; } @Override public void render(float delta) { if (paused) return; if (inputBlocked) { inputDelay -= delta; if (inputDelay <= 0f) inputBlocked = false; } Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.applyMapViewport(); batch.setProjectionMatrix(camera.combined); batch.begin(); board.draw(batch); batch.end(); camera.applyHudViewport(); batch.setProjectionMatrix(camera.getHudMatrix()); batch.begin(); hud.draw(batch); batch.end(); } @Override public void resize(int width, int height) { if (paused) return; ZProject.debug("GameScreen", String.format("resize (%d,%d)",width, height)); camera.updateViewport(width, height); hud.resize(camera.getHud().width, camera.getHud().height); } @Override public void dispose() { ZProject.debug("GameScreen", "dispose()"); batch.dispose(); hud.dispose(); board.dispose(); } @Override public void show() { ZProject.debug("GameScreen", "show()"); } @Override public void hide() { ZProject.debug("GameScreen", "hide()"); } @Override public void pause() { ZProject.debug("pause() "); paused = true; } @Override public void resume() { ZProject.debug("resume() "); paused = false; resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); } private void zoom(float dz) { camera.zoom(dz); resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); } private InputMultiplexer getMultiplexer(final GameScreen screen) { final InputMultiplexer multiplexer = new InputMultiplexer(); multiplexer.addProcessor(new InputAdapter() { @Override public boolean scrolled(int amount) { screen.zoom(amount * ZOOM_SCROLL_FACTOR); return true; } @Override public boolean touchDown(int x, int y, int pointer, int button) { if (inputBlocked) return true; if (button == Input.Buttons.LEFT) { dragPos.set(x, y); camera.unproject(x, y, boardTouch); camera.unprojectHud(x, y, hudTouch); ZProject.debug("touchDown MAP : " + boardTouch); ZProject.debug("touchDown HUD : " + hudTouch); } return true; } @Override public boolean touchDragged(int x, int y, int pointer) { int dx = (int) (dragPos.x - x); int dy = (int) (dragPos.y - y); dragPos.set(x, y); camera.translate(dx, dy); return true; } }); multiplexer.addProcessor(new GestureDetector(new GestureAdapter() { @Override public boolean zoom(float initialDistance, float distance) { if (initialDistance > distance) screen.zoom(ZOOM_GESTURE_FACTOR); else screen.zoom(-ZOOM_GESTURE_FACTOR); inputBlocked = true; inputDelay = INPUT_DELAY; return true; } })); return multiplexer; } }