Java tutorial
/******************************************************************************* * Copyright 2011 See AUTHORS file. * * 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.badlogic.gdx.assets.loaders; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.assets.AssetDescriptor; import com.badlogic.gdx.assets.AssetLoaderParameters; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.BitmapFont.BitmapFontData; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.GdxRuntimeException; /** {@link AssetLoader} for {@link BitmapFont} instances. Loads the font description file (.fnt) asynchronously, loads the * {@link Texture} containing the glyphs as a dependency. The {@link BitmapFontParameter} allows you to set things like texture * filters or whether to flip the glyphs vertically. * @author mzechner */ public class BitmapFontLoader extends AsynchronousAssetLoader<BitmapFont, BitmapFontLoader.BitmapFontParameter> { public BitmapFontLoader(FileHandleResolver resolver) { super(resolver); } BitmapFontData data; @Override public Array<AssetDescriptor> getDependencies(String fileName, FileHandle file, BitmapFontParameter parameter) { Array<AssetDescriptor> deps = new Array(); if (parameter != null && parameter.bitmapFontData != null) { data = parameter.bitmapFontData; return deps; } data = new BitmapFontData(file, parameter != null ? parameter.flip : false); if (parameter != null && parameter.atlasName != null) { deps.add(new AssetDescriptor(parameter.atlasName, TextureAtlas.class)); } else { for (int i = 0; i < data.getImagePaths().length; i++) { String path = data.getImagePath(i); FileHandle resolved = resolve(path); TextureLoader.TextureParameter textureParams = new TextureLoader.TextureParameter(); if (parameter != null) { textureParams.genMipMaps = parameter.genMipMaps; textureParams.minFilter = parameter.minFilter; textureParams.magFilter = parameter.magFilter; } AssetDescriptor descriptor = new AssetDescriptor(resolved, Texture.class, textureParams); deps.add(descriptor); } } return deps; } @Override public void loadAsync(AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) { } @Override public BitmapFont loadSync(AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) { if (parameter != null && parameter.atlasName != null) { TextureAtlas atlas = manager.get(parameter.atlasName, TextureAtlas.class); String name = file.sibling(data.imagePaths[0]).nameWithoutExtension().toString(); AtlasRegion region = atlas.findRegion(name); if (region == null) throw new GdxRuntimeException( "Could not find font region " + name + " in atlas " + parameter.atlasName); return new BitmapFont(file, region); } else { TextureRegion[] regs = new TextureRegion[data.getImagePaths().length]; for (int i = 0; i < regs.length; i++) { regs[i] = new TextureRegion(manager.get(data.getImagePath(i), Texture.class)); } return new BitmapFont(data, regs, true); } } /** Parameter to be passed to {@link AssetManager#load(String, Class, AssetLoaderParameters)} if additional configuration is * necessary for the {@link BitmapFont}. * @author mzechner */ static public class BitmapFontParameter extends AssetLoaderParameters<BitmapFont> { /** Flips the font vertically if {@code true}. Defaults to {@code false}. **/ public boolean flip = false; /** Generates mipmaps for the font if {@code true}. Defaults to {@code false}. **/ public boolean genMipMaps = false; /** The {@link TextureFilter} to use when scaling down the {@link BitmapFont}. Defaults to {@link TextureFilter#Nearest}. */ public TextureFilter minFilter = TextureFilter.Nearest; /** The {@link TextureFilter} to use when scaling up the {@link BitmapFont}. Defaults to {@link TextureFilter#Nearest}. */ public TextureFilter magFilter = TextureFilter.Nearest; /** optional {@link BitmapFontData} to be used instead of loading the {@link Texture} directly. Use this if your font is * embedded in a {@link Skin}. **/ public BitmapFontData bitmapFontData = null; /** The name of the {@link TextureAtlas} to load the {@link BitmapFont} itself from. Optional; if {@code null}, will look for * a separate image */ public String atlasName = null; } }