Java Code Examples for com.watabou.input.Keys#VOLUME_DOWN
The following examples show how to use
com.watabou.input.Keys#VOLUME_DOWN .
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Example 1
Source File: Game.java From YetAnotherPixelDungeon with GNU General Public License v3.0 | 5 votes |
@Override public boolean onKeyDown( int keyCode, KeyEvent event ) { if (keyCode == Keys.VOLUME_DOWN || keyCode == Keys.VOLUME_UP) { return false; } synchronized (motionEvents) { keysEvents.add( event ); } return true; }
Example 2
Source File: Game.java From YetAnotherPixelDungeon with GNU General Public License v3.0 | 5 votes |
@Override public boolean onKeyUp( int keyCode, KeyEvent event ) { if (keyCode == Keys.VOLUME_DOWN || keyCode == Keys.VOLUME_UP) { return false; } synchronized (motionEvents) { keysEvents.add( event ); } return true; }
Example 3
Source File: Game.java From remixed-dungeon with GNU General Public License v3.0 | 5 votes |
@Override public boolean onKeyDown(int keyCode, KeyEvent event) { if (keyCode == Keys.VOLUME_DOWN || keyCode == Keys.VOLUME_UP) { return super.onKeyUp(keyCode, event); } synchronized (keysEvents) { keysEvents.add(event); } return true; }
Example 4
Source File: Game.java From remixed-dungeon with GNU General Public License v3.0 | 5 votes |
@Override public boolean onKeyUp(int keyCode, KeyEvent event) { if (keyCode == Keys.VOLUME_DOWN || keyCode == Keys.VOLUME_UP) { return super.onKeyUp(keyCode, event); } synchronized (keysEvents) { keysEvents.add(event); } return true; }
Example 5
Source File: Game.java From PD-classes with GNU General Public License v3.0 | 5 votes |
@Override public boolean onKeyDown( int keyCode, KeyEvent event ) { if (keyCode == Keys.VOLUME_DOWN || keyCode == Keys.VOLUME_UP) { return false; } synchronized (motionEvents) { keysEvents.add( event ); } return true; }
Example 6
Source File: Game.java From PD-classes with GNU General Public License v3.0 | 5 votes |
@Override public boolean onKeyUp( int keyCode, KeyEvent event ) { if (keyCode == Keys.VOLUME_DOWN || keyCode == Keys.VOLUME_UP) { return false; } synchronized (motionEvents) { keysEvents.add( event ); } return true; }