Java tutorial
/* * The MIT License * * Copyright 2015 Konrad Nowakowski https://github.com/konrad92. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package vault.clockwork.screens; import static com.badlogic.gdx.Gdx.gl; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import vault.clockwork.Game; import vault.clockwork.actors.GridBackgroundActor; import vault.clockwork.actors.HandActor; import vault.clockwork.actors.editor.EditorActor; import vault.clockwork.actors.editor.GUIActor; import vault.clockwork.controllers.CameraController; import vault.clockwork.controllers.EditorController; /** * General stage editor. * @author Konrad Nowakowski https://github.com/konrad92 */ public class EditorScreen implements GameScreen { /** * Kontroluje kamere, tj. zoom. */ public final CameraController camera; /** * Kontroler edytora. * Zarzadza ladowaniem, zapisywaniem, modyfikowaniem propow. */ public final EditorController editor; /** * @see GameScreen#prepare() */ @Override public void prepare() { // load editor assets Game.assets.load("assets/blueprint.png", Texture.class); // preload actor resources HandActor.preload(); } /** * Ctor. * @param filename Stage filename to edit, from assets/levels/ catalogue. */ public EditorScreen(String filename) { // setup the editor controllers camera = new CameraController(); editor = new EditorController(Game.LEVELS_PATH + filename); } /** * @see GameScreen#show() */ @Override public void show() { // add the editor controller Game.scene.controllers.add(camera); Game.scene.controllers.add(editor.gui); Game.scene.controllers.add(editor); // register input processors Game.inputMultiplexer.addProcessor(camera); Game.inputMultiplexer.addProcessor(editor.gui); Game.inputMultiplexer.addProcessor(editor); // add editor actors Game.scene.BACKGROUND.add(new GridBackgroundActor(-1)); Game.scene.ACTION_1.add(new EditorActor(-1, editor)); Game.scene.FOREGROUND.add(new GUIActor(-1, editor.gui)); } /** * @see GameScreen#render(float) * @param delta */ @Override public void render(float delta) { // clear target buffer gl.glClearColor(0.1f, 0.2f, 0.1f, 1.f); gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); // perform game systems Game.performSystems(); } }