Class LJ_GDX.Input_O.LIP

java.lang.Object
com.prineside.luaj.mapping.InterfaceProxy
com.prineside.luaj.mapping.parts.LJ_GDX.Input_O.LIP
All Implemented Interfaces:
com.badlogic.gdx.Input, com.esotericsoftware.kryo.KryoSerializable
Enclosing class:
LJ_GDX.Input_O

public static class LJ_GDX.Input_O.LIP extends InterfaceProxy implements com.badlogic.gdx.Input
  • Method Details

    • getAccelerometerX

      public float getAccelerometerX()
      Specified by:
      getAccelerometerX in interface com.badlogic.gdx.Input
      Returns:
      The acceleration force in m/s^2 applied to the device in the X axis, including the force of gravity
    • getAccelerometerY

      public float getAccelerometerY()
      Specified by:
      getAccelerometerY in interface com.badlogic.gdx.Input
      Returns:
      The acceleration force in m/s^2 applied to the device in the Y axis, including the force of gravity
    • getAccelerometerZ

      public float getAccelerometerZ()
      Specified by:
      getAccelerometerZ in interface com.badlogic.gdx.Input
      Returns:
      The acceleration force in m/s^2 applied to the device in the Z axis, including the force of gravity
    • getAzimuth

      public float getAzimuth()
      Description copied from interface: com.badlogic.gdx.Input
      The azimuth is the angle of the device's orientation around the z-axis. The positive z-axis points towards the earths center.
      Specified by:
      getAzimuth in interface com.badlogic.gdx.Input
      Returns:
      the azimuth in degrees
      See Also:
    • getCurrentEventTime

      public long getCurrentEventTime()
      Specified by:
      getCurrentEventTime in interface com.badlogic.gdx.Input
      Returns:
      the time of the event currently reported to the InputProcessor.
    • getDeltaX

      public int getDeltaX()
      Specified by:
      getDeltaX in interface com.badlogic.gdx.Input
      Returns:
      the different between the current pointer location and the last pointer location on the x-axis.
    • getDeltaX

      public int getDeltaX(int p1)
      Specified by:
      getDeltaX in interface com.badlogic.gdx.Input
      Returns:
      the different between the current pointer location and the last pointer location on the x-axis.
    • getDeltaY

      public int getDeltaY()
      Specified by:
      getDeltaY in interface com.badlogic.gdx.Input
      Returns:
      the different between the current pointer location and the last pointer location on the y-axis.
    • getDeltaY

      public int getDeltaY(int p1)
      Specified by:
      getDeltaY in interface com.badlogic.gdx.Input
      Returns:
      the different between the current pointer location and the last pointer location on the y-axis.
    • getGyroscopeX

      public float getGyroscopeX()
      Specified by:
      getGyroscopeX in interface com.badlogic.gdx.Input
      Returns:
      The rate of rotation in rad/s around the X axis
    • getGyroscopeY

      public float getGyroscopeY()
      Specified by:
      getGyroscopeY in interface com.badlogic.gdx.Input
      Returns:
      The rate of rotation in rad/s around the Y axis
    • getGyroscopeZ

      public float getGyroscopeZ()
      Specified by:
      getGyroscopeZ in interface com.badlogic.gdx.Input
      Returns:
      The rate of rotation in rad/s around the Z axis
    • getInputProcessor

      public com.badlogic.gdx.InputProcessor getInputProcessor()
      Specified by:
      getInputProcessor in interface com.badlogic.gdx.Input
      Returns:
      the currently set InputProcessor or null.
    • getMaxPointers

      public int getMaxPointers()
      Specified by:
      getMaxPointers in interface com.badlogic.gdx.Input
      Returns:
      The maximum number of pointers supported
    • getNativeOrientation

      public com.badlogic.gdx.Input.Orientation getNativeOrientation()
      Specified by:
      getNativeOrientation in interface com.badlogic.gdx.Input
      Returns:
      the native orientation of the device.
    • getPitch

      public float getPitch()
      Description copied from interface: com.badlogic.gdx.Input
      The pitch is the angle of the device's orientation around the x-axis. The positive x-axis roughly points to the west and is orthogonal to the z- and y-axis.
      Specified by:
      getPitch in interface com.badlogic.gdx.Input
      Returns:
      the pitch in degrees
      See Also:
    • getPressure

      public float getPressure()
      Specified by:
      getPressure in interface com.badlogic.gdx.Input
      Returns:
      the pressure of the first pointer
    • getPressure

      public float getPressure(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Returns the pressure of the given pointer, where 0 is untouched. On Android it should be up to 1.0, but it can go above that slightly and its not consistent between devices. On iOS 1.0 is the normal touch and significantly more of hard touch. Check relevant manufacturer documentation for details. Check availability with Input.isPeripheralAvailable(Peripheral). If not supported, returns 1.0 when touched.
      Specified by:
      getPressure in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the pointer id.
      Returns:
      the pressure
    • getRoll

      public float getRoll()
      Description copied from interface: com.badlogic.gdx.Input
      The roll is the angle of the device's orientation around the y-axis. The positive y-axis points to the magnetic north pole of the earth.
      Specified by:
      getRoll in interface com.badlogic.gdx.Input
      Returns:
      the roll in degrees
      See Also:
    • getRotation

      public int getRotation()
      Specified by:
      getRotation in interface com.badlogic.gdx.Input
      Returns:
      the rotation of the device with respect to its native orientation.
    • getRotationMatrix

      public void getRotationMatrix(float[] p1)
      Description copied from interface: com.badlogic.gdx.Input
      Returns the rotation matrix describing the devices rotation as per SensorManager#getRotationMatrix(float[], float[], float[], float[]). Does not manipulate the matrix if the platform does not have an accelerometer.
      Specified by:
      getRotationMatrix in interface com.badlogic.gdx.Input
    • getTextInput

      public void getTextInput(com.badlogic.gdx.Input.TextInputListener p1, String p2, String p3, String p4)
      Description copied from interface: com.badlogic.gdx.Input
      System dependent method to input a string of text. A dialog box will be created with the given title and the given text as a message for the user. Will use the Default keyboard type. Once the dialog has been closed the provided Input.TextInputListener will be called on the rendering thread.
      Specified by:
      getTextInput in interface com.badlogic.gdx.Input
      Parameters:
      p1 - The TextInputListener.
      p2 - The title of the text input dialog.
      p3 - The message presented to the user.
    • getTextInput

      public void getTextInput(com.badlogic.gdx.Input.TextInputListener p1, String p2, String p3, String p4, com.badlogic.gdx.Input.OnscreenKeyboardType p5)
      Description copied from interface: com.badlogic.gdx.Input
      System dependent method to input a string of text. A dialog box will be created with the given title and the given text as a message for the user. Once the dialog has been closed the provided Input.TextInputListener will be called on the rendering thread.
      Specified by:
      getTextInput in interface com.badlogic.gdx.Input
      Parameters:
      p1 - The TextInputListener.
      p2 - The title of the text input dialog.
      p3 - The message presented to the user.
      p5 - which type of keyboard we wish to display
    • getX

      public int getX()
      Specified by:
      getX in interface com.badlogic.gdx.Input
      Returns:
      The x coordinate of the last touch on touch screen devices and the current mouse position on desktop for the first pointer in screen coordinates. The screen origin is the top left corner.
    • getX

      public int getX(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Returns the x coordinate in screen coordinates of the given pointer. Pointers are indexed from 0 to n. The pointer id identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on. When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on the touch screen the first free index will be used.
      Specified by:
      getX in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the pointer id.
      Returns:
      the x coordinate
    • getY

      public int getY()
      Specified by:
      getY in interface com.badlogic.gdx.Input
      Returns:
      The y coordinate of the last touch on touch screen devices and the current mouse position on desktop for the first pointer in screen coordinates. The screen origin is the top left corner.
    • getY

      public int getY(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Returns the y coordinate in screen coordinates of the given pointer. Pointers are indexed from 0 to n. The pointer id identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on. When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on the touch screen the first free index will be used.
      Specified by:
      getY in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the pointer id.
      Returns:
      the y coordinate
    • isButtonJustPressed

      public boolean isButtonJustPressed(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Returns whether a given button has just been pressed. Button constants can be found in Input.Buttons. On Android only the Buttons#LEFT constant is meaningful before version 4.0. On WebGL (GWT), only LEFT, RIGHT and MIDDLE buttons are supported.
      Specified by:
      isButtonJustPressed in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the button to check.
      Returns:
      true or false.
    • isButtonPressed

      public boolean isButtonPressed(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Whether a given button is pressed or not. Button constants can be found in Input.Buttons. On Android only the Buttons#LEFT constant is meaningful before version 4.0.
      Specified by:
      isButtonPressed in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the button to check.
      Returns:
      whether the button is down or not.
    • isCatchBackKey

      public boolean isCatchBackKey()
      Specified by:
      isCatchBackKey in interface com.badlogic.gdx.Input
      Returns:
      whether the back button is currently being caught
    • isCatchKey

      public boolean isCatchKey(int p1)
      Specified by:
      isCatchKey in interface com.badlogic.gdx.Input
      Parameters:
      p1 - keycode to check if caught
      Returns:
      true if the given keycode is configured to be caught
    • isCatchMenuKey

      public boolean isCatchMenuKey()
      Specified by:
      isCatchMenuKey in interface com.badlogic.gdx.Input
      Returns:
      whether the menu button is currently being caught
    • isCursorCatched

      public boolean isCursorCatched()
      Specified by:
      isCursorCatched in interface com.badlogic.gdx.Input
      Returns:
      whether the mouse cursor is catched.
    • isKeyJustPressed

      public boolean isKeyJustPressed(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Returns whether the key has just been pressed.
      Specified by:
      isKeyJustPressed in interface com.badlogic.gdx.Input
      Parameters:
      p1 - The key code as found in Input.Keys.
      Returns:
      true or false.
    • isKeyPressed

      public boolean isKeyPressed(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Returns whether the key is pressed.
      Specified by:
      isKeyPressed in interface com.badlogic.gdx.Input
      Parameters:
      p1 - The key code as found in Input.Keys.
      Returns:
      true or false.
    • isPeripheralAvailable

      public boolean isPeripheralAvailable(com.badlogic.gdx.Input.Peripheral p1)
      Description copied from interface: com.badlogic.gdx.Input
      Queries whether a Input.Peripheral is currently available. In case of Android and the Input.Peripheral.HardwareKeyboard this returns the whether the keyboard is currently slid out or not.
      Specified by:
      isPeripheralAvailable in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the Input.Peripheral
      Returns:
      whether the peripheral is available or not.
    • isTouched

      public boolean isTouched()
      Specified by:
      isTouched in interface com.badlogic.gdx.Input
      Returns:
      whether the screen is currently touched.
    • isTouched

      public boolean isTouched(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Whether the screen is currently touched by the pointer with the given index. Pointers are indexed from 0 to n. The pointer id identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on. When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on the touch screen the first free index will be used.
      Specified by:
      isTouched in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the pointer
      Returns:
      whether the screen is touched by the pointer
    • justTouched

      public boolean justTouched()
      Specified by:
      justTouched in interface com.badlogic.gdx.Input
      Returns:
      whether a new touch down event just occurred.
    • setCatchBackKey

      public void setCatchBackKey(boolean p1)
      Specified by:
      setCatchBackKey in interface com.badlogic.gdx.Input
      Parameters:
      p1 - whether to catch the back button
    • setCatchKey

      public void setCatchKey(int p1, boolean p2)
      Description copied from interface: com.badlogic.gdx.Input
      Sets whether the given key on Android or GWT should be caught. No effect on other platforms. All keys that are not caught may be handled by other apps or background processes on Android, or may trigger default browser behaviour on GWT. For example, media or volume buttons are handled by background media players if present, or Space key triggers a scroll. All keys you need to control your game should be caught to prevent unintended behaviour.
      Specified by:
      setCatchKey in interface com.badlogic.gdx.Input
      Parameters:
      p1 - keycode to catch
      p2 - whether to catch the given keycode
    • setCatchMenuKey

      public void setCatchMenuKey(boolean p1)
      Specified by:
      setCatchMenuKey in interface com.badlogic.gdx.Input
      Parameters:
      p1 - whether to catch the menu button
    • setCursorCatched

      public void setCursorCatched(boolean p1)
      Description copied from interface: com.badlogic.gdx.Input
      Only viable on desktop, GWT and Android 8+. Will confine the mouse cursor location to the window and hide the mouse cursor. X and y coordinates are still reported as if the mouse was not catched.
      Specified by:
      setCursorCatched in interface com.badlogic.gdx.Input
      Parameters:
      p1 - whether to catch or not to catch the mouse cursor
    • setCursorPosition

      public void setCursorPosition(int p1, int p2)
      Description copied from interface: com.badlogic.gdx.Input
      Only viable on the desktop. Will set the mouse cursor location to the given window coordinates (origin top-left corner).
      Specified by:
      setCursorPosition in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the x-position
      p2 - the y-position
    • setInputProcessor

      public void setInputProcessor(com.badlogic.gdx.InputProcessor p1)
      Description copied from interface: com.badlogic.gdx.Input
      Sets the InputProcessor that will receive all touch and key input events. It will be called before the ApplicationListener.render() method each frame.
      Specified by:
      setInputProcessor in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the InputProcessor
    • setOnscreenKeyboardVisible

      public void setOnscreenKeyboardVisible(boolean p1)
      Description copied from interface: com.badlogic.gdx.Input
      Sets the on-screen keyboard visible if available. Will use the Default keyboard type.
      Specified by:
      setOnscreenKeyboardVisible in interface com.badlogic.gdx.Input
      Parameters:
      p1 - visible or not
    • setOnscreenKeyboardVisible

      public void setOnscreenKeyboardVisible(boolean p1, com.badlogic.gdx.Input.OnscreenKeyboardType p2)
      Description copied from interface: com.badlogic.gdx.Input
      Sets the on-screen keyboard visible if available.
      Specified by:
      setOnscreenKeyboardVisible in interface com.badlogic.gdx.Input
      Parameters:
      p1 - visible or not
      p2 - which type of keyboard we wish to display. Can be null when hiding
    • vibrate

      public void vibrate(int p1)
      Description copied from interface: com.badlogic.gdx.Input
      Generates a simple haptic effect of a given duration or a vibration effect on devices without haptic capabilities. Note that on Android backend you'll need the permission <uses-permission android:name="android.permission.VIBRATE" /> in your manifest file in order for this to work. On iOS backend you'll need to set useHaptics = true for devices with haptics capabilities to use them.
      Specified by:
      vibrate in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the number of milliseconds to vibrate.
    • vibrate

      public void vibrate(com.badlogic.gdx.Input.VibrationType p1)
      Description copied from interface: com.badlogic.gdx.Input
      Generates a simple haptic effect of a type. VibrationTypes are length/amplitude haptic effect presets that depend on each device and are defined by manufacturers. Should give most consistent results across devices and OSs. Note that on Android backend you'll need the permission <uses-permission android:name="android.permission.VIBRATE" /> in your manifest file in order for this to work. On iOS backend you'll need to set useHaptics = true for devices with haptics capabilities to use them.
      Specified by:
      vibrate in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the type of vibration
    • vibrate

      public void vibrate(int p1, boolean p2)
      Description copied from interface: com.badlogic.gdx.Input
      Generates a simple haptic effect of a given duration and default amplitude. Note that on Android backend you'll need the permission <uses-permission android:name="android.permission.VIBRATE" /> in your manifest file in order for this to work. On iOS backend you'll need to set useHaptics = true for devices with haptics capabilities to use them.
      Specified by:
      vibrate in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the duration of the haptics effect
      p2 - whether to use non-haptic vibrator on devices without haptics capabilities (or haptics disabled). Fallback non-haptic vibrations may ignore length parameter in some backends.
    • vibrate

      public void vibrate(int p1, int p2, boolean p3)
      Description copied from interface: com.badlogic.gdx.Input
      Generates a simple haptic effect of a given duration and amplitude. Note that on Android backend you'll need the permission <uses-permission android:name="android.permission.VIBRATE" /> in your manifest file in order for this to work. On iOS backend you'll need to set useHaptics = true for devices with haptics capabilities to use them.
      Specified by:
      vibrate in interface com.badlogic.gdx.Input
      Parameters:
      p1 - the duration of the haptics effect
      p2 - the amplitude/strength of the haptics effect. Valid values in the range [0, 255].
      p3 - whether to use non-haptic vibrator on devices without haptics capabilities (or haptics disabled). Fallback non-haptic vibrations may ignore length and/or amplitude parameters in some backends.