vault.clockwork.screens.EditorScreen.java Source code

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Here is the source code for vault.clockwork.screens.EditorScreen.java

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/*
 * 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();
    }
}