Java tutorial
/* * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package com.dgzt.core; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.glutils.ShaderProgram; /** * The game listener. * * @author Dgzt */ final public class ButtonFootballGame implements ApplicationListener { // -------------------------------------------------- // ~ Private static members // -------------------------------------------------- /** The path of the vertex shader. */ private static String VERTEX_SHADER = "shader.vsh"; /** The path of the fragment shader. */ private static String FRAGMENT_SHADER = "shader.fsh"; /** The world view for uniform matrix. */ private static String WORLD_VIEW = "u_worldView"; // -------------------------------------------------- // ~ Private members // -------------------------------------------------- /** The shader. */ private ShaderProgram shader; /** The sprite batch for show text. */ private SpriteBatch spriteBatch; /** The camera. */ private OrthographicCamera camera; /** The main window. */ private MainWindow mainWindow; // -------------------------------------------------- // ~ Override methods // -------------------------------------------------- /** * Create the objects. */ @Override public void create() { camera = new OrthographicCamera(); shader = new ShaderProgram(Gdx.files.internal(VERTEX_SHADER).readString(), Gdx.files.internal(FRAGMENT_SHADER).readString()); spriteBatch = new SpriteBatch(); if (!shader.isCompiled()) { Gdx.app.log(ButtonFootballGame.class.getName() + ".create", "Problem loading shader: " + shader.getLog()); } else if (!shader.getLog().isEmpty()) { Gdx.app.log(ButtonFootballGame.class.getName() + ".create", "Shader log: " + shader.getLog()); } mainWindow = new MainWindow(shader, spriteBatch); } /** * Resize the objects. */ @Override public void resize(int width, int height) { Gdx.app.log(ButtonFootballGame.class.getName() + ".resize", String.valueOf(width) + " x " + String.valueOf(height)); camera.setToOrtho(false, width, height); spriteBatch.setProjectionMatrix(camera.combined); shader.begin(); shader.setUniformMatrix(WORLD_VIEW, camera.combined); shader.end(); float mainWindowWidth; float mainWindowHeight; final double rate = (double) width / height; if (MainWindow.WIDTH / MainWindow.HEIGHT > rate) { mainWindowWidth = width; mainWindowHeight = MainWindow.HEIGHT * (width / MainWindow.WIDTH); } else { mainWindowWidth = MainWindow.WIDTH * (height / MainWindow.HEIGHT); mainWindowHeight = height; } final float mainWindowX = (width - mainWindowWidth) / 2; final float mainWindowY = (height - mainWindowHeight) / 2; final double scale = (double) mainWindowWidth / MainWindow.WIDTH; mainWindow.resize(mainWindowX, mainWindowY, mainWindowWidth, scale); } /** * Render the objects. */ @Override public void render() { camera.update(); Gdx.gl.glClearColor(0, 0, 0, 0); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); ; shader.begin(); mainWindow.draw(); shader.end(); } /** * Pause the game. */ @Override public void pause() { } /** * Resume the game. */ @Override public void resume() { } /** * Dispose the game. */ @Override public void dispose() { } }