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The source code is released under:
Apache License
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/* * Copyright 2013 oddlydrawn/*from ww w . j a va2 s.c o m*/ * * 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.tumblr.oddlydrawn.stupidworm.screens; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.Pixmap.Format; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.NinePatch; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Button; import com.badlogic.gdx.scenes.scene2d.ui.Button.ButtonStyle; import com.badlogic.gdx.scenes.scene2d.ui.Label; import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane; import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.ScrollPaneStyle; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener; import com.badlogic.gdx.scenes.scene2d.utils.NinePatchDrawable; import com.badlogic.gdx.utils.viewport.StretchViewport; /** @author oddlydrawn */ public class LicenseScreen implements Screen { final String TEXTURE_ATLAS_LOC = "data/pack.atlas"; final String LABEL_PADDING = " "; final String FONT_LOC = "data/font/fine_print.fnt"; final String LICENSE_LOC = "data/LICENSE-2.0.txt"; final String PATCH_BOX_REGION_STRING = "box"; final float WIDTH = 480; final float HEIGHT = 320; final float TABLE_PADDING = 5f; String licenseString = "mew"; Stage stage; Skin skin; SpriteBatch batch; Game game; TextureAtlas atlas; public LicenseScreen (Game g) { game = g; stage = new Stage(); skin = new Skin(); batch = new SpriteBatch(); FileHandle handle; handle = Gdx.files.internal(LICENSE_LOC); licenseString = handle.readString(); atlas = new TextureAtlas(Gdx.files.internal(TEXTURE_ATLAS_LOC)); NinePatch patchBox; patchBox = new NinePatch(atlas.createPatch(PATCH_BOX_REGION_STRING)); Gdx.input.setInputProcessor(stage); stage.setViewport(new StretchViewport(WIDTH, HEIGHT)); Table table = new Table(); table.setFillParent(true); stage.addActor(table); Pixmap pixmap = new Pixmap(1, 1, Format.RGBA8888); pixmap.setColor(Color.LIGHT_GRAY); pixmap.fill(); // The following defines the defaults for Scene2D's skin skin.add("grey", new Texture(pixmap)); skin.add("default", new BitmapFont(Gdx.files.internal(FONT_LOC))); LabelStyle labelStyle = new LabelStyle(); labelStyle.font = skin.getFont("default"); skin.add("default", labelStyle); ScrollPaneStyle scrollPaneStyle = new ScrollPaneStyle(); skin.add("default", scrollPaneStyle); ButtonStyle buttonStyle = new ButtonStyle(); skin.add("default", buttonStyle); TextButtonStyle textButtonStyle = new TextButtonStyle(); textButtonStyle.font = skin.getFont("default"); textButtonStyle.up = new NinePatchDrawable(patchBox); skin.add("default", textButtonStyle); // Creates Actors (the entire LICENSE text file) for Scene2D Label license = new Label(licenseString, skin); ScrollPane scrollPane = new ScrollPane(license, skin); scrollPane.setFlickScroll(true); table.add(scrollPane); // Creates the padding between the text and the button. table.row(); // Label padding = new Label(LABEL_PADDING, skin); // table.add(padding); // Creates the 'Okay' button table.row(); TextButton okay = new TextButton("Okay", skin); table.add(okay); okay.addListener(new ChangeListener() { public void changed (ChangeEvent event, Actor actor) { dispose(); game.setScreen(new MainMenuScreen(game)); } }); // Adds padding on top and on the bottom of the table. table.padTop(TABLE_PADDING); table.padBottom(TABLE_PADDING); table.pack(); } public void resize (int width, int height) { stage.getViewport().update(width, height, true); } public void render (float delta) { Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); } public void dispose () { stage.dispose(); batch.dispose(); } @Override public void show () { } @Override public void hide () { } @Override public void pause () { } @Override public void resume () { } }