我在IOS构建中只有InputProcessor出现问题。这段代码适用于桌面和Android构建,但不适用于iOS。
基本上,我需要捕捉用户在屏幕键盘上输入时的任何事件。但在iOS中,我只在快速输入屏幕键盘时偶尔看到我的keyTyped的println输出。所有其他触摸都只在控制台中显示一个新行,我不确定这个新行输出来自哪里。
问题似乎源于iOS如何将事件发送回我的应用程序以及LibGDX InputProcessor如何接收它们。我尝试创建一个扩展TextField并实现InputProcessor的自己的对象,然后将该对象的实例设置为inputProcessor,但结果相同。如果我触摸屏幕上除iOS屏幕键盘之外的任何地方,我会得到一致的事件触发。
这是当我快速输入时iOS控制台输出的样子,如果我输入慢,println永远不会出现:
game name field key typed!
game name field key typed!
game name field key typed!
在安卓设备(Nexus 7)上执行相同的操作会得到以下结果(这也是我所期望的):
I/System.out: game name field key down!
I/System.out: game name field key up!
I/System.out: game name field key typed!
I/System.out: game name field key down!
I/System.out: game name field key up!
I/System.out: game name field key typed!
I/System.out: game name field key down!
I/System.out: game name field key up!
I/System.out: game name field key typed!
这是我的代码:
public class AccountScreen implements Screen {
final PieTherapy game;
private Stage stage;
private TextField gameNameField;
public AccountScreen(final PieTherapy game) {
this.game = game;
initialize();
}
private void initialize() {
Viewport vp = new StretchViewport(PieTherapy.WORLD_WIDTH, PieTherapy.WORLD_HEIGHT, game.cam);
stage = new Stage(vp);
Gdx.input.setInputProcessor(stage);
TextField.TextFieldStyle tfs = new TextField.TextFieldStyle();
tfs.font = game.fontTitle;
tfs.fontColor = Color.WHITE;
tfs.background = new TextureRegionDrawable(new TextureRegion(game.assets.get("menus/textline.png", Texture.class)));
tfs.focusedBackground = new TextureRegionDrawable(new TextureRegion(game.assets.get("menus/textline-selected.png", Texture.class)));
tfs.cursor = new TextureRegionDrawable(new TextureRegion(game.assets.get("menus/cursor.png", Texture.class)));
gameNameField = new TextField("", tfs);
gameNameField.setWidth(PieTherapy.WORLD_WIDTH * .80f);
gameNameField.setFocusTraversal(true);
gameNameField.setPosition(PieTherapy.WORLD_WIDTH *.05f, game.WORLD_HEIGHT * .68f);
// see if the player information has already been entered (edit mode)
gameNameField.setText(game.primaryPlayer.gameName);
gameNameField.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("game name field touch up!");
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("game name field touch down!");
return true;
}
@Override
public boolean keyDown(InputEvent event, int keycode) {
System.out.println("game name field key down!");
return super.keyDown(event, keycode);
}
@Override
public boolean keyUp(InputEvent event, int keycode) {
System.out.println("game name field key up!");
return super.keyUp(event, keycode);
}
@Override
public boolean keyTyped(InputEvent event, char character) {
System.out.println("game name field key typed!");
return super.keyTyped(event, character);
}
});
gameNameField.getOnscreenKeyboard().show(true);
gameNameField.setCursorPosition(gameNameField.getText().length());
stage.addActor(gameNameField);
stage.setKeyboardFocus(gameNameField);
}
@Override
public void show() {
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.batch.begin();
game.font.draw(game.batch, "Your name in the game! You can stick with the\nautomatically generated" +
"one or change to your own.\n Red: name is not available, " +
"green: available.",
PieTherapy.WORLD_WIDTH *.36f,
PieTherapy.WORLD_HEIGHT *.93f);
game.batch.end();
update(delta);
}
private void update(float delta) {
stage.act(delta);
stage.draw();
game.batch.begin();
game.batch.end();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
}
}
LibGDX版本:1.9.6 RoboVM(MobiDevelop)版本:2.3.1
我想我总是可以自己制作屏幕键盘......