public class TouchControls
- Object
- TouchControls
On-screen controls for touch devices: an optional analog VirtualJoystick plus
any number of VirtualButtons. The framework draws them over the game and routes
touches into the view’s GameInput, so a touch game reads input exactly like a
keyboard game – GameInput#isGameKeyDown(int), GameInput#isKeyDown(int) and
the joystick’s analog GameInput#getAxisX() / getAxisY() all work whether the
player is on a phone or a desktop.
Get the instance from GameView#getControls() and add the controls you want,
placing them in the view’s pixel coordinates (origin at the top left):
int fire = Display.getInstance().getKeyCode(Display.GAME_FIRE);
getControls().addJoystick(140, getHeight() - 140, 90);
getControls().addButton(fire, getWidth() - 120, getHeight() - 120, 55).setLabel("A");
Multi-touch is supported, so the player can steer with the stick and press a button at the same time.
Fields
public static final int LEFT = 0 | Horizontal anchor: pin to the left safe-area edge. |
public static final int CENTER = 1 | Horizontal/vertical anchor: center on the safe area. |
public static final int RIGHT = 2 | Horizontal anchor: pin to the right safe-area edge. |
public static final int TOP = 0 | Vertical anchor: pin to the top safe-area edge. |
public static final int BOTTOM = 2 | Vertical anchor: pin to the bottom safe-area edge. |
Methods
Inherited methods
Field details
LEFT
public static final int LEFT = 0Horizontal anchor: pin to the left safe-area edge.
CENTER
public static final int CENTER = 1Horizontal/vertical anchor: center on the safe area.
RIGHT
public static final int RIGHT = 2Horizontal anchor: pin to the right safe-area edge.
TOP
public static final int TOP = 0Vertical anchor: pin to the top safe-area edge.
BOTTOM
public static final int BOTTOM = 2Vertical anchor: pin to the bottom safe-area edge.
Method details
addJoystick
public VirtualJoystick addJoystick(float centerX, float centerY, float radius)Adds (or replaces) the analog joystick at the given center and radius. Returns
it so you can tune the dead zone etc.
addJoystick
public VirtualJoystick addJoystick(float radius, int hAlign, int vAlign, float margin)Adds (or replaces) the analog joystick anchored to a corner of the view’s safe
area, so it stays clear of notches and home indicators and follows rotation
automatically (the framework repositions it; you never recompute coordinates).
hAlign is one of #LEFT / #CENTER / #RIGHT, vAlign one of #TOP /
#CENTER / #BOTTOM, and margin is the gap from the safe-area edges.addButton
public VirtualButton addButton(int keyCode, float centerX, float centerY, float radius)Adds a button mapped to the given key code. Use
com.codename1.ui.Display#getKeyCode(int) to map a game action.addButton
public VirtualButton addButton(int keyCode, float radius, int hAlign, int vAlign, float margin)Adds a button anchored to a corner of the view’s safe area (see
#addJoystick(float, int, int, float)), so it stays inside the safe area and
follows rotation automatically.setVisible
public void setVisible(boolean visible)Whether the controls are drawn and active. Hide them on platforms with a real
keyboard if you prefer.
isVisible
public boolean isVisible()getJoystick
public VirtualJoystick getJoystick()