forked from libgdx/libgdx
-
Notifications
You must be signed in to change notification settings - Fork 0
Back and menu key catching
badlogic edited this page Sep 14, 2013
·
1 revision
When a user presses the back button on an Android device, this usually kills the currently running activity. Games might chose to display a confirmation dialog before letting the user exit. For that to work one needs to catch the back key so it is not passed on to the operating system:
Gdx.input.setCatchBackKey(true);
You will still receive key events if you have registered an InputProcessor, but the operating system will not close your application.
Note that the general paradigm in Android is to have the back key close the current activity. Deviating from this is usually viewed as bad practice.
Another key that might need to be caught is the menu key. If uncaught, it will bring up the on-screen keyboard after a long press. Catching this key can be done as follows:
Gdx.input.setCatchMenuKey(true);
-
Developer's Guide
- Introduction
- Goals & Features
- Community & Support
- Contributing
- Games Built with Libgdx
- Prerequisites
- Gradle Project Setup, Running, Debugging and Packaging
- Project Setup, Running & Debugging
- Third Party Services
- Working from Source
- Using libgdx with other JVM languages
- The Application Framework
- A Simple Game
- File Handling
- Networking
- Preferences
- Input Handling
- Memory Management
- Audio
-
Graphics
- Configuration & Querying Graphics ??
- Fullscreen & VSync
- Continuous & Non-Continuous Rendering
- Clearing the Screen
- Take a Screenshot
- OpenGL ES Support * Configuration & Querying OpenGL ?? * Direct Access ?? * Utility Classes * Rendering Shapes * Textures & TextureRegions * Meshes * Shaders * Frame Buffer Objects
- 2D Graphics * SpriteBatch, TextureRegions, and Sprite * 2D Animation * Clipping, with the use of ScissorStack * Orthographic camera * Mapping Touch Coordinates ?? * Viewports * NinePatches * Bitmap Fonts * Distance field fonts * Using TextureAtlases * Pixmaps * Packing Atlases Offline * Packing Atlases at Runtime * 2D Particle Effects * Tile Maps * scene2d * scene2d.ui * Skin
- 3D Graphics * Quick Start * Models * Material and environment * 3D animations and skinning * Importing Blender models in LibGDX * Perspective Camera ?? * Picking ??
- Managing Your Assets
- Utilities
-
Math Utilities
- Interpolation
- Vectors, Matrices, Quaternions
- Circles, Planes, Rays, etc.
- Path interface & Splines
- Bounding Volumes ??
- Intersection & Overlap Testing ??
- Physics
- Tools
- Extensions
- Deploying your Application
- Building Libgdx ??
- Known Issues
- Articles
- Deprecated (May be outdated)