/** * Returns all the buttons' states. It could be easier for most classes to use the * {@link #getButtonState(MouseButton)} methods, and that also results in less object creation. * * @return a defensive copy of the states of all the buttons at this point in time. */ public EnumMap<MouseButton, ButtonState> getButtonStates() { return getButtonStates(null); }
/** * Returns all the buttons' states. It could be easier for most classes to use the * {@link #getButtonState(MouseButton)} methods, and that also results in less object creation. * * @return a defensive copy of the states of all the buttons at this point in time. */ public EnumMap<MouseButton, ButtonState> getButtonStates() { return getButtonStates(null); }
public synchronized void mouseScrolled(final MouseEvent mouseEvent) { if (_ignoreInput) { return; } initState(mouseEvent); addNewState(mouseEvent, mouseEvent.count, _lastState.getButtonStates(), null); }
public synchronized void mouseScrolled(final MouseEvent mouseEvent) { initState(mouseEvent); addNewState(mouseEvent, mouseEvent.count, _lastState.getButtonStates(), null); }
public synchronized void mouseDown(final MouseEvent e) { final MouseButton b = getButtonForEvent(e); if (_clickArmed.contains(b)) { _clicks.setCount(b, 0); } _clickArmed.add(b); _lastClickTime.put(b, System.currentTimeMillis()); initState(e); final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(e, buttons, ButtonState.DOWN); addNewState(e, 0, buttons, null); }
public synchronized void mousePressed(final MouseEvent e) { final MouseButton b = getButtonForEvent(e); if (_clickArmed.contains(b)) { _clicks.setCount(b, 0); } _clickArmed.add(b); _lastClickTime.put(b, System.currentTimeMillis()); initState(e); if (_consumeEvents) { e.consume(); } final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(e, buttons, ButtonState.DOWN); addNewState(e, buttons, null); }
public synchronized void mousePressed(final MouseEvent e) { if (_ignoreInput) { return; } final MouseButton b = getButtonForEvent(e); if (_clickArmed.contains(b)) { _clicks.setCount(b, 0); } _clickArmed.add(b); _lastClickTime.put(b, System.currentTimeMillis()); initState(e); if (_consumeEvents) { e.consume(); } final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(e, buttons, ButtonState.DOWN); addNewState(e, buttons, null); }
public synchronized void mouseDown(final MouseEvent e) { if (_ignoreInput) { return; } final MouseButton b = getButtonForEvent(e); if (_clickArmed.contains(b)) { _clicks.setCount(b, 0); } _clickArmed.add(b); _lastClickTime.put(b, System.currentTimeMillis()); initState(e); final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(e, buttons, ButtonState.DOWN); addNewState(e, 0, buttons, null); }
@Override public void mouseWheelMoved(final MouseEvent me) { initState(me); addNewState(me, _lastState.getButtonStates(), null); if (_consumeEvents) { me.setAttachment(NEWTEvent.consumedTag); } }
public synchronized void mouseReleased(final MouseEvent e) { initState(e); if (_consumeEvents) { e.consume(); } final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(e, buttons, ButtonState.UP); final MouseButton b = getButtonForEvent(e); if (_clickArmed.contains(b) && (System.currentTimeMillis() - _lastClickTime.get(b) <= MouseState.CLICK_TIME_MS)) { _clicks.add(b); // increment count of clicks for button b. // XXX: Note the double event add... this prevents sticky click counts, but is it the best way? addNewState(e, buttons, EnumMultiset.create(_clicks)); } else { _clicks.setCount(b, 0); // clear click count for button b. } _clickArmed.remove(b); addNewState(e, buttons, null); }
public void mouseWheelMoved(final MouseWheelEvent e) { initState(e); addNewState(e, _lastState.getButtonStates(), null); if (_consumeEvents) { e.consume(); } }
public void mouseWheelMoved(final MouseWheelEvent e) { if (_ignoreInput) { return; } initState(e); addNewState(e, _lastState.getButtonStates(), null); if (_consumeEvents) { e.consume(); } }
public synchronized void mouseUp(final MouseEvent e) { initState(e); final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(e, buttons, ButtonState.UP); final MouseButton b = getButtonForEvent(e); if (_clickArmed.contains(b) && (System.currentTimeMillis() - _lastClickTime.get(b) <= MouseState.CLICK_TIME_MS)) { _clicks.add(b); // increment count of clicks for button b. // XXX: Note the double event add... this prevents sticky click counts, but is it the best way? addNewState(e, 0, buttons, EnumMultiset.create(_clicks)); } else { _clicks.setCount(b, 0); // clear click count for button b. } _clickArmed.remove(b); addNewState(e, 0, buttons, null); }
@Override public synchronized void mousePressed(final MouseEvent me) { final MouseButton b = getButtonForEvent(me); if (_clickArmed.contains(b)) { _clicks.setCount(b, 0); } _clickArmed.add(b); _lastClickTime.put(b, System.currentTimeMillis()); initState(me); if (_consumeEvents) { me.setAttachment(NEWTEvent.consumedTag); } final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(me, buttons, ButtonState.DOWN); addNewState(me, buttons, null); }
public synchronized void mouseReleased(final MouseEvent e) { if (_ignoreInput) { return; } initState(e); if (_consumeEvents) { e.consume(); } final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(e, buttons, ButtonState.UP); final MouseButton b = getButtonForEvent(e); if (_clickArmed.contains(b) && (System.currentTimeMillis() - _lastClickTime.get(b) <= MouseState.CLICK_TIME_MS)) { _clicks.add(b); // increment count of clicks for button b. // XXX: Note the double event add... this prevents sticky click counts, but is it the best way? addNewState(e, buttons, EnumMultiset.create(_clicks)); } else { _clicks.setCount(b, 0); // clear click count for button b. } _clickArmed.remove(b); addNewState(e, buttons, null); }
public synchronized void mouseUp(final MouseEvent e) { if (_ignoreInput) { return; } initState(e); final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(e, buttons, ButtonState.UP); final MouseButton b = getButtonForEvent(e); if (_clickArmed.contains(b) && (System.currentTimeMillis() - _lastClickTime.get(b) <= MouseState.CLICK_TIME_MS)) { _clicks.add(b); // increment count of clicks for button b. // XXX: Note the double event add... this prevents sticky click counts, but is it the best way? addNewState(e, 0, buttons, EnumMultiset.create(_clicks)); } else { _clicks.setCount(b, 0); // clear click count for button b. } _clickArmed.remove(b); addNewState(e, 0, buttons, null); }
@Override public synchronized void mouseReleased(final MouseEvent me) { initState(me); if (_consumeEvents) { me.setAttachment(NEWTEvent.consumedTag); } final EnumMap<MouseButton, ButtonState> buttons = _lastState.getButtonStates(); setStateForButton(me, buttons, ButtonState.UP); final MouseButton b = getButtonForEvent(me); if (_clickArmed.contains(b) && (System.currentTimeMillis() - _lastClickTime.get(b) <= MouseState.CLICK_TIME_MS)) { _clicks.add(b); // increment count of clicks for button b. // XXX: Note the double event add... this prevents sticky click counts, but is it the best way? addNewState(me, buttons, EnumMultiset.create(_clicks)); } else { _clicks.setCount(b, 0); // clear click count for button b. } _clickArmed.remove(b); addNewState(me, buttons, null); }
public synchronized void mouseMove(final MouseEvent mouseEvent) { _clickArmed.clear(); _clicks.clear(); // check that we have a valid _lastState initState(mouseEvent); addNewState(mouseEvent, 0, _lastState.getButtonStates(), null); }
public synchronized void mouseMove(final MouseEvent mouseEvent) { if (_ignoreInput) { return; } _clickArmed.clear(); _clicks.clear(); // check that we have a valid _lastState initState(mouseEvent); addNewState(mouseEvent, 0, _lastState.getButtonStates(), null); }
assertEquals("dy", 0, state.getDy()); for (final ButtonState bs : state.getButtonStates().values()) { assertEquals("up", ButtonState.UP, bs); assertEquals("dy", 0, state.getDy()); for (final ButtonState bs : state.getButtonStates().values()) { assertEquals("up", ButtonState.UP, bs); assertEquals("dy", -4, state.getDy()); for (final ButtonState bs : state.getButtonStates().values()) { assertEquals("up", ButtonState.UP, bs);