Final attempts at implementing Windows/GWT controller support

This commit is contained in:
Anuken 2017-12-24 20:07:27 -05:00
parent c69779bf7e
commit 740b996c69
2 changed files with 8 additions and 1 deletions

View File

@ -9,6 +9,9 @@ import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Buttons;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.controllers.Controller;
import com.badlogic.gdx.controllers.ControllerAdapter;
import com.badlogic.gdx.controllers.Controllers;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.reflect.ClassReflection;
@ -77,7 +80,7 @@ public class Control extends Module{
if(Mindustry.args.contains("-debug", false))
Vars.debug = true;
Inputs.useControllers(!gwt);
Inputs.useControllers(false);
log("Total blocks loaded: " + Block.getAllBlocks().size);

View File

@ -4,6 +4,9 @@ import static io.anuke.mindustry.Vars.*;
import static io.anuke.ucore.scene.actions.Actions.*;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.controllers.Controller;
import com.badlogic.gdx.controllers.ControllerAdapter;
import com.badlogic.gdx.controllers.Controllers;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Colors;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
@ -317,6 +320,7 @@ public class UI extends SceneModule{
updateItems();
build.end();
}
void invalidateAll(){