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
54 lines
1.4 KiB
Java
54 lines
1.4 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2019 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.glwrap;
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import com.badlogic.gdx.Gdx;
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import javax.microedition.khronos.opengles.GL10;
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public class Blending {
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public static void useDefault(){
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enable();
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setNormalMode();
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}
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public static void enable(){
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Gdx.gl.glEnable( GL10.GL_BLEND );
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}
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public static void disable(){
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Gdx.gl.glDisable( GL10.GL_BLEND );
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}
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//in this mode colors overwrite eachother, based on alpha value
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public static void setNormalMode(){
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Gdx.gl.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA );
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}
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//in this mode colors add to eachother, eventually reaching pure white
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public static void setLightMode(){
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Gdx.gl.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE );
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}
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}
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