So far, we have studied the two basic mechanisms that Libgdx provides when it comes to handling user input. An event-based approach can be quite useful to respond to certain actions. However, only one
InputListener can capture events at a given time.
Often, you will find yourself with two separate subsystems that are interested in different events. Maybe the player input controller, UI system, and game screen all want to be informed whenever the user does something. How will you tackle this limitation then?
You will be pleased to know that Libgdx also comes with a way to achieve this with minimal hassle. Throughout this recipe, we will cover input multiplexing and will have two classes listening to events at once. ...