我只在IOS构建中遇到InputProcessor问题。此代码适用于Desktop和Android版本,但不适用于iOS。libgdx:屏幕键盘上的IOS始终无法触发事件
基本上,我需要在用户键入屏幕键盘时随时捕捉事件。但是在iOS中,我只能看到我的printType为keyTyped,并且只能在屏幕快速键盘上输入。所有其他触摸只是在控制台中显示一个新行,我不确定这个新行输出源自哪里。
这个问题似乎源于iOS发送事件回到我的应用程序以及LibGDX InputProcessor如何接收它们。我已经尝试创建自己的扩展TextField并实现InputProcessor的对象,然后将该对象的实例设置为inputProcessor,但我得到了相同的结果。如果我触摸不在iOS屏幕键盘上的任何位置,我会一直触发事件。
这是iOS的控制台输出看起来像这样当我键入速度非常快,如果我型缓中的println一直没有出现:
game name field key typed!
game name field key typed!
game name field key typed!
做一个Android设备上同样的事情(的Nexus 7)收益率以下(这是我所期望的):
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!
这里是我的代码:
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
我想我总是可以推出自己的屏幕键盘...