Java tutorial
/* * Nebula2D is a cross-platform, 2D game engine for PC, Mac, & Linux * Copyright (c) 2014 Jon Bonazza * * 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.nebula2d.editor.ui; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Color; 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.ShapeRenderer; import com.badlogic.gdx.math.Rectangle; import com.nebula2d.editor.framework.GameObject; import com.nebula2d.editor.framework.Project; public class RenderAdapter implements ApplicationListener { private GameObject selectedObject; private boolean enabled; private OrthographicCamera camera; private SpriteBatch batcher; public RenderAdapter() { } public void initCamera(int w, int h) { camera = new OrthographicCamera(w, h); } public OrthographicCamera getCamera() { return camera; } public GameObject getSelectedObject() { return selectedObject; } public void setSelectedObject(GameObject selectedObject) { this.selectedObject = selectedObject; } @Override public void create() { batcher = new SpriteBatch(); } @Override public void resize(int width, int height) { camera.viewportWidth = width; camera.viewportHeight = height; camera.update(); } @Override public void render() { Gdx.graphics.getGL20().glClearColor(.17f, .17f, .17f, 1.0f); Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT); if (!enabled) return; if (camera == null) return; batcher.setProjectionMatrix(camera.projection); batcher.begin(); Project p = MainFrame.getProject(); if (p != null && p.getCurrentScene() != null) { p.getCurrentScene().render(selectedObject, batcher, camera); } batcher.end(); if (selectedObject != null && selectedObject.getRenderer() != null && selectedObject.getRenderer().isReady()) { Rectangle boundingBox = selectedObject.getRenderer().getBoundingBox(camera); if (boundingBox != null) { Gdx.gl.glEnable(GL20.GL_BLEND); // Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); ShapeRenderer shape = new ShapeRenderer(); shape.setColor(new Color(0.0f, 1.0f, 0.0f, 0.5f)); shape.begin(ShapeRenderer.ShapeType.Filled); float x = boundingBox.getX(); float y = boundingBox.getY(); shape.rect(x, y, boundingBox.getWidth(), boundingBox.getHeight()); shape.end(); Gdx.gl.glDisable(GL20.GL_BLEND); } } } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { batcher.dispose(); } public void setEnabled(boolean enabled) { this.enabled = enabled; } }