Java tutorial
/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.graphics.g2d; import com.badlogic.gdx.graphics.Texture; /** A PolygonBatch is an extension of the Batch interface that provides additional render methods specifically for rendering * polygons. * @author mzechner * @author Nathan Sweet */ public interface PolygonBatch extends Batch { /** Draws a polygon region with the bottom left corner at x,y having the width and height of the region. */ void draw(PolygonRegion region, float x, float y); /** Draws a polygon region with the bottom left corner at x,y and stretching the region to cover the given width and height. */ void draw(PolygonRegion region, float x, float y, float width, float height); /** Draws the polygon region with the bottom left corner at x,y and stretching the region to cover the given width and height. * The polygon region is offset by originX, originY relative to the origin. Scale specifies the scaling factor by which the * polygon region should be scaled around originX, originY. Rotation specifies the angle of counter clockwise rotation of the * rectangle around originX, originY. */ void draw(PolygonRegion region, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation); /** Draws the polygon using the given vertices and triangles. Each vertices must be made up of 5 elements in this order: x, y, * color, u, v. */ void draw(Texture texture, float[] polygonVertices, int verticesOffset, int verticesCount, short[] polygonTriangles, int trianglesOffset, int trianglesCount); }