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InputEventQueue.keyTyped
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How to use
keyTyped
method
in
com.badlogic.gdx.InputEventQueue

Best Java code snippets using com.badlogic.gdx.InputEventQueue.keyTyped (Showing top 6 results out of 315)

origin: libgdx/libgdx

  @Override
  public void invoke(long window, int codepoint) {
    if ((codepoint & 0xff00) == 0xf700) return;
    lastCharacter = (char)codepoint;
    Lwjgl3Input.this.window.getGraphics().requestRendering();
    eventQueue.keyTyped((char)codepoint);
  }
};
origin: libgdx/libgdx

  @Override
  public void invoke(long window, int codepoint) {
    if ((codepoint & 0xff00) == 0xf700) return;
    lastCharacter = (char)codepoint;
    Lwjgl3Input.this.window.getGraphics().requestRendering();
    eventQueue.keyTyped((char)codepoint);
  }
};
origin: libgdx/libgdx

  @Override
  public void invoke(long window, int key, int scancode, int action, int mods) {
    switch (action) {
    case GLFW.GLFW_PRESS:
      key = getGdxKeyCode(key);
      eventQueue.keyDown(key);                                
      pressedKeys++;
      keyJustPressed = true;
      justPressedKeys[key] = true;
      Lwjgl3Input.this.window.getGraphics().requestRendering();
      lastCharacter = 0;
      char character = characterForKeyCode(key);
      if (character != 0) charCallback.invoke(window, character);				
      break;
    case GLFW.GLFW_RELEASE:
      pressedKeys--;
      Lwjgl3Input.this.window.getGraphics().requestRendering();
      eventQueue.keyUp(getGdxKeyCode(key));
      break;
    case GLFW.GLFW_REPEAT:
      if (lastCharacter != 0) {
        Lwjgl3Input.this.window.getGraphics().requestRendering();
        eventQueue.keyTyped(lastCharacter);
      }
      break;
    }
  }
};
origin: libgdx/libgdx

  @Override
  public void invoke(long window, int key, int scancode, int action, int mods) {
    switch (action) {
    case GLFW.GLFW_PRESS:
      key = getGdxKeyCode(key);
      eventQueue.keyDown(key);                                
      pressedKeys++;
      keyJustPressed = true;
      justPressedKeys[key] = true;
      Lwjgl3Input.this.window.getGraphics().requestRendering();
      lastCharacter = 0;
      char character = characterForKeyCode(key);
      if (character != 0) charCallback.invoke(window, character);				
      break;
    case GLFW.GLFW_RELEASE:
      pressedKeys--;
      Lwjgl3Input.this.window.getGraphics().requestRendering();
      eventQueue.keyUp(getGdxKeyCode(key));
      break;
    case GLFW.GLFW_REPEAT:
      if (lastCharacter != 0) {
        Lwjgl3Input.this.window.getGraphics().requestRendering();
        eventQueue.keyTyped(lastCharacter);
      }
      break;
    }
  }
};
origin: com.badlogicgames.gdx/gdx-backend-lwjgl3

  @Override
  public void invoke(long window, int codepoint) {
    if ((codepoint & 0xff00) == 0xf700) return;
    lastCharacter = (char)codepoint;
    Lwjgl3Input.this.window.getGraphics().requestRendering();
    eventQueue.keyTyped((char)codepoint);
  }
};
origin: com.badlogicgames.gdx/gdx-backend-lwjgl3

  @Override
  public void invoke(long window, int key, int scancode, int action, int mods) {
    switch (action) {
    case GLFW.GLFW_PRESS:
      key = getGdxKeyCode(key);
      eventQueue.keyDown(key);                                
      pressedKeys++;
      keyJustPressed = true;
      justPressedKeys[key] = true;
      Lwjgl3Input.this.window.getGraphics().requestRendering();
      lastCharacter = 0;
      char character = characterForKeyCode(key);
      if (character != 0) charCallback.invoke(window, character);				
      break;
    case GLFW.GLFW_RELEASE:
      pressedKeys--;
      Lwjgl3Input.this.window.getGraphics().requestRendering();
      eventQueue.keyUp(getGdxKeyCode(key));
      break;
    case GLFW.GLFW_REPEAT:
      if (lastCharacter != 0) {
        Lwjgl3Input.this.window.getGraphics().requestRendering();
        eventQueue.keyTyped(lastCharacter);
      }
      break;
    }
  }
};
com.badlogic.gdxInputEventQueuekeyTyped

Popular methods of InputEventQueue

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