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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;
}
}
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