List of usage examples for com.badlogic.gdx.graphics.g2d.freetype FreeTypeFontGeneratorLoader FreeTypeFontGeneratorLoader
public FreeTypeFontGeneratorLoader(FileHandleResolver resolver)
From source file:ca.hiphiparray.amazingmaze.Assets.java
License:Open Source License
/** * {@link Assets} constructor.//from w ww. j a v a 2 s. c o m * Calling this constructor loads in all of the game assets. * As such, only one {@link Assets} instance should ever be created. */ public Assets() { manager = new AssetManager(); // Allow loading FreeTypeFonts. FileHandleResolver resolver = new InternalFileHandleResolver(); manager.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver)); manager.setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver)); loadSkin(); loadMapResources(); setupMouseAnimation(); manager.load(GAME_LOGO, Texture.class); manager.load(COMPANY_LOGO, Texture.class); manager.load(LIFE_HUD_IMAGE, Texture.class); manager.load(MENU_BACKGROUND_IMAGE, Texture.class); manager.load(MINI_BACKGROUND, Texture.class); manager.load(PENCIL_BUTTON, Texture.class); manager.load(ERASER_BUTTON, Texture.class); manager.load(HELP_BUTTON, Texture.class); manager.load(CHECK_BUTTON, Texture.class); manager.load(CLEAR_BUTTON, Texture.class); loadMusic(); manager.finishLoading(); }
From source file:com.bladecoder.engine.assets.EngineAssetManager.java
License:Apache License
protected EngineAssetManager(FileHandleResolver resolver) { super(resolver); resResolver = new EngineResolutionFileResolver(resolver); setLoader(Texture.class, new TextureLoader(resResolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resResolver)); setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver)); setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver)); Texture.setAssetManager(this); }
From source file:com.kotcrab.vis.runtime.font.FreeTypeFontProvider.java
License:Apache License
@Override public void setLoaders(AssetManager assetManager) { assetManager.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(assetManager.getFileHandleResolver())); assetManager.setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(assetManager.getFileHandleResolver())); }
From source file:free.hacknet.game.Assets.java
License:Open Source License
public static void init() { manager.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(new InternalFileHandleResolver())); manager.setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(new InternalFileHandleResolver())); }
From source file:game.dataAccessLayer.AssetsHandler.java
/** * Loads all listed assets in given XML file. * @param AssetsListFileName The name of the XML file listing all assets to be loaded by assets handler. *///from w w w. ja v a 2 s .c om @SuppressWarnings("unchecked") public void Load(String AssetsListFileName) { _assetsManager = new AssetManager(); _assetsManager.setLoader(ShaderProgram.class, new ShaderLoader(new InternalFileHandleResolver())); _assetsManager.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(new InternalFileHandleResolver())); _assetsManager.setLoader(BodyEditorDAL.class, new BodyEditorLoader(new InternalFileHandleResolver())); _assets = new HashMap<String, TypedAssetDescriptor>(); //_assetsByType = new EnumMap<TypedAssetDescriptor.AssetTypeEnum, ArrayList<TypedAssetDescriptor>>(TypedAssetDescriptor.AssetTypeEnum.class); //for(TypedAssetDescriptor.AssetTypeEnum type : TypedAssetDescriptor.AssetTypeEnum.values()) // _assetsByType.put(type, new ArrayList<TypedAssetDescriptor>()); // XML assets list parsing (TODO: do it in background thread?) try { DocumentBuilder DBuilder = DocumentBuilderFactory.newInstance().newDocumentBuilder(); Document AssetsDoc = DBuilder.parse(Gdx.files.internal(AssetsListFileName).path()); AssetsDoc.getDocumentElement().normalize(); // Logo // TODO: take resolution into account NodeList IconNodes = AssetsDoc.getElementsByTagName(_ICON_TAG_NAME); if (IconNodes.getLength() > 0) _iconPath = IconNodes.item(0).getTextContent(); // Licenses NodeList LicenseNodes = AssetsDoc.getElementsByTagName(_LICENSE_TAG_NAME); _licenses = new ObjectMap<String, String>(LicenseNodes.getLength()); for (int idx = 0; idx < LicenseNodes.getLength(); idx++) { Element LicenseNode = (Element) LicenseNodes.item(idx); _licenses.put(LicenseNode.getAttribute(_NAME_ATTRIBUTE), LicenseNode.getTextContent()); } // Assets NodeList AssetsOwnerNodes = AssetsDoc.getElementsByTagName(_ASSETS_TAG_NAME); if (AssetsOwnerNodes.getLength() > 0) { NodeList AssetsNodes = AssetsOwnerNodes.item(0).getChildNodes(); // Load assets and store their description for (int i = 0; i < AssetsNodes.getLength(); i++) { Node AssetNode = AssetsNodes.item(i); if (AssetNode.getNodeType() == Node.ELEMENT_NODE) { Element AssetElement = (Element) AssetNode; TypedAssetDescriptor assetDescriptor; AssetTypeEnum type = TypedAssetDescriptor.AssetTypeEnum.valueOf(AssetElement.getTagName()); AssetLicense AssetLicense; String LicenseName = AssetElement.getAttribute(_LICENSE_ATTRIBUTE_NAME); String Credits = AssetElement.getAttribute(_CREDITS_TEXT_ATTRIBUTE_NAME); if (Credits != null && Credits != "") AssetLicense = new AssetLicense(LicenseName, _licenses.get(LicenseName), Credits); else AssetLicense = new AssetLicense(LicenseName, _licenses.get(LicenseName)); switch (type) { case texture: // Loads texture so that it is filtered correctly TextureParameter TextureParam = new TextureParameter(); TextureParam.minFilter = TextureFilter.MipMapLinearLinear; TextureParam.magFilter = TextureFilter.Linear; TextureParam.genMipMaps = true; assetDescriptor = new TypedAssetDescriptor(AssetElement.getAttribute(_NAME_ATTRIBUTE), AssetElement.getTextContent(), type, TextureParam, AssetLicense); break; case shader: ShaderParameter shaderParam = new ShaderParameter(); shaderParam.VertexShaderPath = TypedAssetDescriptor._ASSETS_TYPES .get(AssetTypeEnum.shader).directory + AssetElement.getAttribute(_SHADER_VERTEX_ATTRIBUTE_NAME); assetDescriptor = new TypedAssetDescriptor(AssetElement.getAttribute(_NAME_ATTRIBUTE), AssetElement.getTextContent(), type, shaderParam, AssetLicense); break; default: assetDescriptor = new TypedAssetDescriptor(AssetElement.getAttribute(_NAME_ATTRIBUTE), AssetElement.getTextContent(), type, AssetLicense); } _assetsManager.load(assetDescriptor); _assets.put(assetDescriptor.AssetName, assetDescriptor); //_assetsByType.get(assetDescriptor.AssetType).add(assetDescriptor); } } } else { // TODO: show error message } } catch (Exception e) { e.printStackTrace(); // TODO: show error message } }
From source file:org.bladecoder.bladeengine.assets.EngineAssetManager.java
License:Apache License
protected EngineAssetManager(FileHandleResolver resolver) { super(resolver); Resolution[] r = getResolutions(resolver); if (r == null || r.length == 0) { EngineLogger.error("No resolutions defined. Maybe your 'assets' folder doesn't exists or it's empty"); return;/*ww w .j ava 2s. co m*/ } resResolver = new EngineResolutionFileResolver(resolver, r); setLoader(Texture.class, new TextureLoader(resResolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resResolver)); setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver)); setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver)); Texture.setAssetManager(this); Resolution choosed = EngineResolutionFileResolver.choose(r); EngineLogger.debug("Resolution choosed: " + choosed.suffix); }