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

Best Java code snippets using com.badlogic.gdx.InputEventQueue.queueTime (Showing top 20 results out of 315)

origin: libgdx/libgdx

public synchronized boolean keyTyped (char character) {
  queue.add(KEY_TYPED);
  queueTime();
  queue.add(character);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean keyTyped (char character) {
  queue.add(KEY_TYPED);
  queueTime();
  queue.add(character);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean scrolled (int amount) {
  queue.add(SCROLLED);
  queueTime();
  queue.add(amount);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean keyDown (int keycode) {
  queue.add(KEY_DOWN);
  queueTime();
  queue.add(keycode);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean keyDown (int keycode) {
  queue.add(KEY_DOWN);
  queueTime();
  queue.add(keycode);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean keyUp (int keycode) {
  queue.add(KEY_UP);
  queueTime();
  queue.add(keycode);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean keyUp (int keycode) {
  queue.add(KEY_UP);
  queueTime();
  queue.add(keycode);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean scrolled (int amount) {
  queue.add(SCROLLED);
  queueTime();
  queue.add(amount);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean touchUp (int screenX, int screenY, int pointer, int button) {
  queue.add(TOUCH_UP);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  queue.add(pointer);
  queue.add(button);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean touchUp (int screenX, int screenY, int pointer, int button) {
  queue.add(TOUCH_UP);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  queue.add(pointer);
  queue.add(button);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean touchDown (int screenX, int screenY, int pointer, int button) {
  queue.add(TOUCH_DOWN);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  queue.add(pointer);
  queue.add(button);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean touchDown (int screenX, int screenY, int pointer, int button) {
  queue.add(TOUCH_DOWN);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  queue.add(pointer);
  queue.add(button);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean mouseMoved (int screenX, int screenY) {
  // Skip any queued mouse moved events.
  for (int i = next(MOUSE_MOVED, 0); i >= 0; i = next(MOUSE_MOVED, i + 5)) {
    queue.set(i, SKIP);
    queue.set(i + 3, 2);
  }
  queue.add(MOUSE_MOVED);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean mouseMoved (int screenX, int screenY) {
  // Skip any queued mouse moved events.
  for (int i = next(MOUSE_MOVED, 0); i >= 0; i = next(MOUSE_MOVED, i + 5)) {
    queue.set(i, SKIP);
    queue.set(i + 3, 2);
  }
  queue.add(MOUSE_MOVED);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean touchDragged (int screenX, int screenY, int pointer) {
  // Skip any queued touch dragged events for the same pointer.
  for (int i = next(TOUCH_DRAGGED, 0); i >= 0; i = next(TOUCH_DRAGGED, i + 6)) {
    if (queue.get(i + 5) == pointer) {
      queue.set(i, SKIP);
      queue.set(i + 3, 3);
    }
  }
  queue.add(TOUCH_DRAGGED);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  queue.add(pointer);
  return false;
}
origin: libgdx/libgdx

public synchronized boolean touchDragged (int screenX, int screenY, int pointer) {
  // Skip any queued touch dragged events for the same pointer.
  for (int i = next(TOUCH_DRAGGED, 0); i >= 0; i = next(TOUCH_DRAGGED, i + 6)) {
    if (queue.get(i + 5) == pointer) {
      queue.set(i, SKIP);
      queue.set(i + 3, 3);
    }
  }
  queue.add(TOUCH_DRAGGED);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  queue.add(pointer);
  return false;
}
origin: com.badlogicgames.gdx/gdx

public synchronized boolean keyUp (int keycode) {
  queue.add(KEY_UP);
  queueTime();
  queue.add(keycode);
  return false;
}
origin: com.badlogicgames.gdx/gdx

public synchronized boolean keyTyped (char character) {
  queue.add(KEY_TYPED);
  queueTime();
  queue.add(character);
  return false;
}
origin: com.badlogicgames.gdx/gdx

public synchronized boolean scrolled (int amount) {
  queue.add(SCROLLED);
  queueTime();
  queue.add(amount);
  return false;
}
origin: com.badlogicgames.gdx/gdx

public synchronized boolean touchDown (int screenX, int screenY, int pointer, int button) {
  queue.add(TOUCH_DOWN);
  queueTime();
  queue.add(screenX);
  queue.add(screenY);
  queue.add(pointer);
  queue.add(button);
  return false;
}
com.badlogic.gdxInputEventQueuequeueTime

Popular methods of InputEventQueue

  • drain
  • getCurrentEventTime
  • keyDown
  • keyTyped
  • keyUp
  • mouseMoved
  • next
  • scrolled
  • setProcessor
  • touchDown
  • touchDragged
  • touchUp
  • touchDragged,
  • touchUp,
  • <init>

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