v0.7.4b: Initial LibGDX commit! more details below:

Large sections of game logic are now working through libgdx instead of
android libraries. There is still work to do but this is the first
major step. Big changes include:
- Graphics code is now through LibGDX (except for text rendering)
- Initialization and screen-handling logic is now mostly through LibGDX
- Audio is now through LibGDX
- Input handling is now through LibGDX
- Most misc functions are now through LibGDX
This commit is contained in:
Evan Debenham
2019-07-30 16:50:40 -04:00
parent f10be84a10
commit 2a523f2ea2
42 changed files with 828 additions and 972 deletions
@@ -26,6 +26,7 @@ import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Typeface;
import com.badlogic.gdx.graphics.Pixmap;
import com.watabou.gltextures.SmartTexture;
import com.watabou.glwrap.Matrix;
import com.watabou.glwrap.Texture;
@@ -169,7 +170,18 @@ public class RenderedText extends Image {
canvas.drawText(r.text, (r.size/10f), r.size, painter);
r.texture = new SmartTexture(bitmap, Texture.NEAREST, Texture.CLAMP, true);
//FIXME really ugly and slow conversion between android bitmap and gdx pixmap
int[] pixels = new int[bitmap.getWidth()*bitmap.getHeight()];
bitmap.getPixels(pixels, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());
// Convert from ARGB to RGBA
for (int i = 0; i< pixels.length; i++) {
int pixel = pixels[i];
pixels[i] = (pixel << 8) | ((pixel >> 24) & 0xFF);
}
Pixmap pixmap = new Pixmap(bitmap.getWidth(), bitmap.getHeight(), Pixmap.Format.RGBA8888);
pixmap.getPixels().asIntBuffer().put(pixels);
r.texture = new SmartTexture(pixmap, Texture.NEAREST, Texture.CLAMP, true);
bitmap.recycle();
RectF rect = r.texture.uvRect(0, 0, r.width, r.height);
r.frame(rect);