com.gsdstr.wallpaper.blob.SuperWallpaper.java Source code

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Here is the source code for com.gsdstr.wallpaper.blob.SuperWallpaper.java

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/*******************************************************************************
 * 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.gsdstr.wallpaper.blob;

import com.badlogic.gdx.Game;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.FPSLogger;

public class SuperWallpaper extends Game {

    FPSLogger _fpsLogger;
    GameScreen _gameScreen;
    Assets _assets;

    @Override
    public void create() {
        Settings.load();
        _assets = new Assets();
        _assets.load();
        _gameScreen = new GameScreen(this, _assets);
        setScreen(_gameScreen);
        _fpsLogger = new FPSLogger();
    }

    @Override
    public void render() {
        super.render();
        _fpsLogger.log();
    }

    /** {@link Game#dispose()} only calls {@link Screen#hide()} so you need to override {@link Game#dispose()} in order to call
     * {@link Screen#dispose()} on each of your screens which still need to dispose of their resources. SuperWallpaper doesn't
     * actually have such resources so this is only to complete the example. */
    @Override
    public void dispose() {
        super.dispose();
        getScreen().dispose();
        _assets.dispose();
    }

    public void offsetChange(float xOffset, float yOffset) {
        if (_gameScreen != null)
            _gameScreen.offsetChange(xOffset, yOffset);
    }
}