Java 捕捉到Libgdx光标后,光标消失
我将鼠标设置为“捕捉” 但当此设置打开时,光标消失。 我正在开发一个等轴测2d rts游戏,我真的需要光标被强制留在窗口内,但我显然也需要光标被显示出来。Java 捕捉到Libgdx光标后,光标消失,java,libgdx,Java,Libgdx,我将鼠标设置为“捕捉” 但当此设置打开时,光标消失。 我正在开发一个等轴测2d rts游戏,我真的需要光标被强制留在窗口内,但我显然也需要光标被显示出来。 我正在使用平铺地图绘制地图。我有一个游戏,我在玩家触地或触地的任何地方/任何时候绘制一个点,如果你抓住光标,它将消失,这是预期的行为 要解决此问题,您必须使用纹理、精灵或纹理区域自己绘制鼠标。下面是一个例子: 绘制光标: public class MyCursor { private TextureRegion cursor;
我正在使用平铺地图绘制地图。我有一个游戏,我在玩家触地或触地的任何地方/任何时候绘制一个点,如果你抓住光标,它将消失,这是预期的行为
要解决此问题,您必须使用
纹理
、精灵
或纹理区域
自己绘制鼠标。下面是一个例子:绘制光标:
public class MyCursor {
private TextureRegion cursor;
private float x, y;
public MyCursor(TextureRegion cursorRegion) {
cursor = cursorRegion;
}
public void render(SpriteBatch spriteBatch) {
spriteBatch.begin();
spriteBatch.draw(cursor, x, y);
spriteBatch.end();
}
public void setPosition(float x, float y) {
this.x = x;
this.y = y;
}
}
public class MyInput extends InputAdapter {
private OrthographicCamera camera;
private MyCursor myCursor;
public MyInput(OrthographicCamera camera, MyCursor myCursor) {
this.camera = camera;
this.myCursor = myCursor;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
Vector3 temp = camera.unproject(new Vector3(screenX, screenY, 0));
myCursor.setPosition(temp.x, temp.y);
return true;
}
}
public class MyGame extends Game {
@Override
public void create() {
OrthographicCamera camera = new OrthographicCamera();
TextureRegion cursorRegion = new TextureRegion(new Texture("myCursor.png"));
MyCursor cursor = new MyCursor(cursorRegion);
MyInput myInput = new MyInput(camera, cursor);
Gdx.input.setInputProcessor(myInput);
}
}
处理输入:
public class MyCursor {
private TextureRegion cursor;
private float x, y;
public MyCursor(TextureRegion cursorRegion) {
cursor = cursorRegion;
}
public void render(SpriteBatch spriteBatch) {
spriteBatch.begin();
spriteBatch.draw(cursor, x, y);
spriteBatch.end();
}
public void setPosition(float x, float y) {
this.x = x;
this.y = y;
}
}
public class MyInput extends InputAdapter {
private OrthographicCamera camera;
private MyCursor myCursor;
public MyInput(OrthographicCamera camera, MyCursor myCursor) {
this.camera = camera;
this.myCursor = myCursor;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
Vector3 temp = camera.unproject(new Vector3(screenX, screenY, 0));
myCursor.setPosition(temp.x, temp.y);
return true;
}
}
public class MyGame extends Game {
@Override
public void create() {
OrthographicCamera camera = new OrthographicCamera();
TextureRegion cursorRegion = new TextureRegion(new Texture("myCursor.png"));
MyCursor cursor = new MyCursor(cursorRegion);
MyInput myInput = new MyInput(camera, cursor);
Gdx.input.setInputProcessor(myInput);
}
}
也不要忘记启用输入:
public class MyCursor {
private TextureRegion cursor;
private float x, y;
public MyCursor(TextureRegion cursorRegion) {
cursor = cursorRegion;
}
public void render(SpriteBatch spriteBatch) {
spriteBatch.begin();
spriteBatch.draw(cursor, x, y);
spriteBatch.end();
}
public void setPosition(float x, float y) {
this.x = x;
this.y = y;
}
}
public class MyInput extends InputAdapter {
private OrthographicCamera camera;
private MyCursor myCursor;
public MyInput(OrthographicCamera camera, MyCursor myCursor) {
this.camera = camera;
this.myCursor = myCursor;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
Vector3 temp = camera.unproject(new Vector3(screenX, screenY, 0));
myCursor.setPosition(temp.x, temp.y);
return true;
}
}
public class MyGame extends Game {
@Override
public void create() {
OrthographicCamera camera = new OrthographicCamera();
TextureRegion cursorRegion = new TextureRegion(new Texture("myCursor.png"));
MyCursor cursor = new MyCursor(cursorRegion);
MyInput myInput = new MyInput(camera, cursor);
Gdx.input.setInputProcessor(myInput);
}
}
为什么光标需要停留在窗口内?例如,如果用户想要关闭或最小化窗口,他们可以随时选择alt tab或退出。我只需要一个帝国时代的风格设置。谢谢!我不得不将myCursosr.render(spriteBatch)添加到渲染循环中,现在它可以工作了!