Example usage for com.badlogic.gdx.graphics Pixmap Pixmap

List of usage examples for com.badlogic.gdx.graphics Pixmap Pixmap

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics Pixmap Pixmap.

Prototype

public Pixmap(byte[] encodedData, int offset, int len) 

Source Link

Document

Creates a new Pixmap instance from the given encoded image data.

Usage

From source file:com.mbrlabs.mundus.history.commands.TerrainPaintCommand.java

License:Apache License

public void setAfter(Pixmap data) {
    after = new Pixmap(data.getWidth(), data.getHeight(), data.getFormat());
    after.drawPixmap(data, 0, 0);
}

From source file:com.mbrlabs.mundus.history.commands.TerrainPaintCommand.java

License:Apache License

public void setBefore(Pixmap data) {
    before = new Pixmap(data.getWidth(), data.getHeight(), data.getFormat());
    before.drawPixmap(data, 0, 0);
}

From source file:com.mekomidev.gdxengine.utils.loaders.GifDecoder.java

License:Open Source License

public Animation<TextureRegion> getAnimation(PlayMode playType) {
    int nrFrames = getFrameCount();

    //        if(nrFrames > 100)
    //        {/*from  ww w . j  a  v  a2s  . com*/
    //           nrFrames=100;
    //        }

    advance();
    Pixmap frame = getNextFrame();

    int width = frame.getWidth();
    int height = frame.getHeight();
    int vzones = (int) Math.sqrt((double) nrFrames);
    int hzones = vzones;
    while (vzones * hzones < nrFrames)
        vzones++;
    int v, h;
    Pixmap target = new Pixmap(width * hzones, height * vzones, Pixmap.Format.RGBA8888);
    int frameCountCurrent = 0;
    for (h = 0; h < hzones; h++) {
        for (v = 0; v < vzones; v++) {

            if (frameCountCurrent < nrFrames) {
                frameCountCurrent++;
                advance();
                frame = getNextFrame();
                target.drawPixmap(frame, h * width, v * height);

                int pixelSize = (int) (frame.getWidth() * 0.025f);
                target.setColor(Color.BLACK);

                int xPos, yPos;
                xPos = h * width;
                yPos = v * height;

                //                    target.fillRectangle(xPos, yPos, frame.getWidth(), pixelSize);
                //                    target.fillRectangle(xPos + frame.getWidth()-pixelSize, yPos, pixelSize, frame.getHeight());   
                //                    target.fillRectangle(xPos, yPos + frame.getHeight()-pixelSize, frame.getWidth(), pixelSize);      
                //                    target.fillRectangle(xPos, yPos,pixelSize, frame.getHeight());          
            }
        }
    }

    Texture texture = new Texture(target);
    //target.dispose();
    target = null;

    Array<TextureRegion> texReg = new Array<TextureRegion>();
    TextureRegion tr = new TextureRegion(texture);
    for (h = 0; h < hzones; h++) {
        for (v = 0; v < vzones; v++) {
            int frameID = v + h * vzones;
            if (frameID < nrFrames) {
                tr = new TextureRegion(texture, h * width, v * height, width, height);
                texReg.add(tr);
            }
        }
    }

    float frameDuration = (float) getDelay(0);
    frameDuration /= 500; // convert milliseconds into seconds

    Animation<TextureRegion> result = new Animation<>(frameDuration, texReg, playType);

    texReg.clear();
    frames.clear();
    prefix = null;
    suffix = null;
    pixelStack = null;
    mainPixels = null;
    mainScratch = null;
    copyScratch = null;

    return result; //return animation object
}

From source file:com.momia.asg.screens.MainMenu.java

License:Apache License

public MainMenu(final ASG game) {
    this.game = game;
    batch = new SpriteBatch();
    stage = new Stage();
    Gdx.input.setInputProcessor(stage);/*ww  w.j  a  v  a 2  s. c  o  m*/
    // A skin can be loaded via JSON or defined programmatically, either is fine. Using a skin is optional but strongly
    // recommended solely for the convenience of getting a texture, region, etc as a drawable, tinted drawable, etc.
    skin = new Skin();
    // Generate a 1x1 white texture and store it in the skin named "white".
    Pixmap pixmap = new Pixmap(1, 1, Format.RGBA8888);
    pixmap.setColor(Color.WHITE);
    pixmap.fill();
    skin.add("white", new Texture(pixmap));
    // Store the default libgdx font under the name "default".
    skin.add("default", new BitmapFont());
    // Configure a TextButtonStyle and name it "default". Skin resources are stored by type, so this doesn't overwrite the font.
    TextButtonStyle textButtonStyle = new TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("white", Color.DARK_GRAY);
    textButtonStyle.down = skin.newDrawable("white", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("white", Color.BLUE);
    textButtonStyle.over = skin.newDrawable("white", Color.LIGHT_GRAY);
    textButtonStyle.font = skin.getFont("default");
    skin.add("default", textButtonStyle);
    // Create a table that fills the screen. Everything else will go inside this table.
    Table table = new Table();
    table.setFillParent(true);
    stage.addActor(table);
    // Create a button with the "default" TextButtonStyle. A 3rd parameter can be used to specify a name other than "default".
    final TextButton button = new TextButton("New Game", skin);
    table.add(button);
    // Add a listener to the button. ChangeListener is fired when the button's checked state changes, eg when clicked,
    // Button#setChecked() is called, via a key press, etc. If the event.cancel() is called, the checked state will be reverted.
    // ClickListener could have been used, but would only fire when clicked. Also, canceling a ClickListener event won't
    // revert the checked state.
    button.addListener(new ClickListener() {
        public void clicked(InputEvent event, float x, float y) {
            if (button.isChecked())
                game.setScreen(new Screen1(game));
        }
    });

}

From source file:com.mygdx.game.screens.GameChooserScreen.java

private void create() {
    //Create a font
    BitmapFont font = new BitmapFont();
    skin = new Skin();
    skin.add("default", font);

    //Create a texture
    Pixmap pixmap = new Pixmap((int) Gdx.graphics.getWidth() / 4, (int) Gdx.graphics.getHeight() / 10,
            Pixmap.Format.RGB888);
    pixmap.setColor(Color.WHITE);
    pixmap.fill();//w  ww.j a v  a  2s .c o m
    skin.add("background", new Texture(pixmap));

    //Create a button style
    TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("background", Color.GRAY);
    textButtonStyle.down = skin.newDrawable("background", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("background", Color.DARK_GRAY);
    textButtonStyle.over = skin.newDrawable("background", Color.LIGHT_GRAY);
    textButtonStyle.font = skin.getFont("default");
    skin.add("default", textButtonStyle);
}

From source file:com.mygdx.game.Splash.java

public void create() {
    batch = new SpriteBatch();
    stage = new Stage();
    Gdx.input.setInputProcessor(stage);//from   w w  w  . j a v  a2s .c  o  m
    skin = new Skin();
    Pixmap pixmap = new Pixmap(100, 100, Format.RGBA8888);
    pixmap.setColor(Color.GREEN);
    pixmap.fill();
    skin.add("white", new Texture(pixmap));
    BitmapFont bfont = new BitmapFont();
    //bfont.scale(1); 
    skin.add("default", bfont);
    TextButtonStyle textButtonStyle = new TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("white", Color.DARK_GRAY);
    textButtonStyle.down = skin.newDrawable("white", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("white", Color.BLUE);
    textButtonStyle.over = skin.newDrawable("white", Color.LIGHT_GRAY);

    textButtonStyle.font = skin.getFont("default");

    skin.add("default", textButtonStyle);
    final TextButton textButton = new TextButton("PLAY", textButtonStyle);
    textButton.setPosition(200, 200);
    stage.addActor(textButton);
    stage.addActor(textButton);
    stage.addActor(textButton);
    textButton.addListener(new ChangeListener() {
        @Override
        public void changed(ChangeEvent event, Actor actor) {
            //System.out.println("Clicked! Is checked: " + button.isChecked());
            textButton.setText("Starting new game");
            //g.setScreen( new GameWorking());

        }
    });
}

From source file:com.mygdx.game.utilities.PerlinNoiseGenerator.java

License:Apache License

public Pixmap generatePixmap(int width, int height, int min, int max, int octaveCount) {
    byte[] bytes = generateHeightMap(width, height, min, max, octaveCount);
    Pixmap pixmap = new Pixmap(width, height, Format.RGBA8888);
    for (int i = 0, idx = 0; i < bytes.length; i++) {
        byte val = bytes[i];
        pixmap.getPixels().put(idx++, val);
        pixmap.getPixels().put(idx++, val);
        pixmap.getPixels().put(idx++, val);
        pixmap.getPixels().put(idx++, (byte) 255);
    }/*from w  w w .  j  a v a 2s .  co m*/
    return pixmap;
}

From source file:com.mygdx.java.utils.ImageUtils.java

License:Apache License

public static void setScreenTextureRegion(TextureRegion textureRegion, byte[] bytes) {

    if (textureRegion == null) {
        throw new IllegalArgumentException("Input the TextureRegion is null.");
    }//from w  w  w .  ja  v a2  s.  co  m
    Texture tempTexture = textureRegion.getTexture();
    if (tempTexture != null) {
        tempTexture.dispose();
        tempTexture = null;
    }

    Pixmap pixmap = new Pixmap(bytes, 0, bytes.length);
    int width = pixmap.getWidth();
    int height = pixmap.getHeight();

    Texture texture = new Texture(width, height, pixmap.getFormat());
    texture.draw(pixmap, 0, 0);
    textureRegion.setTexture(texture);
    textureRegion.setRegion(0, 0, width, height);
    pixmap.dispose();

}

From source file:com.mygdx.java.utils.ImageUtils.java

License:Apache License

public static void setScreenTextureRegionInThread(final TextureRegion textureRegion, final byte[] bytes) {

    if (textureRegion == null) {
        throw new IllegalArgumentException("Input the TextureRegion is null.");
    }/*from   w w  w .j  a va 2s  .c  om*/

    Gdx.app.postRunnable(new Runnable() {

        @Override
        public void run() {

            Texture tempTexture = textureRegion.getTexture();
            if (tempTexture != null) {
                tempTexture.dispose();
                textureRegion.setTexture(null);
            }

            Pixmap pixmap = new Pixmap(bytes, 0, bytes.length);
            int width = pixmap.getWidth();
            int height = pixmap.getHeight();
            // pixmap.setBlending(Blending.None);
            // Texture texture = new Texture(width, height,
            // pixmap.getFormat());
            Texture texture = new Texture(pixmap, true);
            texture.draw(pixmap, 0, 0);
            textureRegion.setTexture(texture);
            textureRegion.setRegion(0, 0, width, height);
            pixmap.dispose();

        }
    });

}

From source file:com.mygdx.screen.CreaMenu.java

private void createBasicSkin() {
    //Create a font

    skin = new Skin();
    skin.add("default", font);

    //Create a texture
    Pixmap pixmap = new Pixmap((int) Gdx.graphics.getWidth() / 4, (int) Gdx.graphics.getHeight() / 10,
            Pixmap.Format.RGB888);
    pixmap.setColor(Color.WHITE);
    pixmap.fill();/*from w  w w .  j a v a 2  s  . c  om*/
    skin.add("background", new Texture(pixmap));

    //Create a button style
    TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("background", Color.GRAY);
    textButtonStyle.down = skin.newDrawable("background", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("background", Color.DARK_GRAY);
    textButtonStyle.over = skin.newDrawable("background", Color.LIGHT_GRAY);
    textButtonStyle.font = skin.getFont("default");
    skin.add("default", textButtonStyle);

}