List of usage examples for com.badlogic.gdx.assets.loaders AsynchronousAssetLoader subclass-usage
From source file com.forerunnergames.peril.client.io.MultiAtlasSkinLoader.java
public final class MultiAtlasSkinLoader extends AsynchronousAssetLoader<Skin, MultiAtlasSkinLoader.SkinParameter> { private Skin skin; public MultiAtlasSkinLoader(final FileHandleResolver resolver) { super(resolver); }
From source file com.forerunnergames.peril.client.io.ShaderProgramLoader.java
public final class ShaderProgramLoader extends AsynchronousAssetLoader<ShaderProgram, ShaderProgramLoader.FragmentShaderParameter> { private static final Logger log = LoggerFactory.getLogger(ShaderProgramLoader.class); private FileHandle fragmentShader; public ShaderProgramLoader(final FileHandleResolver resolver) {
From source file com.github.fauu.helix.core.GeometrySetLoader.java
public class GeometrySetLoader extends AsynchronousAssetLoader<GeometrySet, GeometrySetLoader.Parameters> { public static class Parameters extends AssetLoaderParameters<GeometrySet> { } protected GeometrySet geometrySet;
From source file com.github.fauu.helix.core.MapRegionLoader.java
public class MapRegionLoader extends AsynchronousAssetLoader<MapRegion, MapRegionLoader.Parameters> { public static class Parameters extends AssetLoaderParameters<MapRegion> { } protected MapRegion mapRegion;
From source file com.intrepid.nicge.utilz.animation.AnimationPackLoader.java
public class AnimationPackLoader extends AsynchronousAssetLoader<AnimationPack, AnimationPackLoader.AnimationPackParameter> { // **************************************************************************************** // Const Fields // **************************************************************************************** private static final boolean ENCODED = EngineConfigs.ENCODED;
From source file com.kotcrab.vis.plugin.spine.runtime.SkeletonDataLoader.java
/**
* AssetLoader for {@link SkeletonData} instances.
* Loads an exported Spine's skeleton data.
* The atlas with the images will be loaded as a dependency. This has to be declared as a {@link SkeletonDataLoaderParameter}
* in the {@link AssetManager#load(String, Class, AssetLoaderParameters)} call.
* Supports both binary and JSON skeleton format files. If the animation file name has a 'skel' extension,
From source file com.kotcrab.vis.runtime.scene.SceneLoader.java
/** * Scene loader for {@link AssetManager}. Allow to load entire scene file with all required dependencies such as textures, sounds etc. * @author Kotcrab */ public class SceneLoader extends AsynchronousAssetLoader<Scene, SceneParameter> { public static final String DISTANCE_FIELD_SHADER = "com/kotcrab/vis/runtime/bmp-font-df";
From source file com.kotcrab.vis.runtime.scene.ShaderLoader.java
public class ShaderLoader extends AsynchronousAssetLoader<ShaderProgram, ShaderProgramParameter> { public ShaderLoader() { this(new InternalFileHandleResolver()); } public ShaderLoader(FileHandleResolver resolver) {
From source file com.kotcrab.vis.runtime.util.ShaderLoader.java
/** * Shader loader for {@link AssetManager}. Expects that fragment shader file ends with .frag and vertex shader file name * ends with .vert * @author Kotcrab */ public class ShaderLoader extends AsynchronousAssetLoader<ShaderProgram, ShaderProgramParameter> {
From source file com.siondream.core.animation.SpriteAnimationLoader.java
/**
* @class AnimationLoader
* @author David Saltares Mrquez
* @date 09/09/2012
*
* @brief Asynchronous asset loader for AnimationData objects