本文整理汇总了Java中com.badlogic.gdx.utils.I18NBundle类的典型用法代码示例。如果您正苦于以下问题:Java I18NBundle类的具体用法?Java I18NBundle怎么用?Java I18NBundle使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
I18NBundle类属于com.badlogic.gdx.utils包,在下文中一共展示了I18NBundle类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: render
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
public void render(OrthographicCamera camera, SpriteBatch batch, int y, MenuEntry activeEntry, SchoolGame game, I18NBundle localeBundle, float deltaTime) {
Color entryColor = getColor();
if (this == activeEntry)
{
entryColor = getActiveColor();
if (used == 1)
{
entryColor = getDisabledColor();
}
}
if (font == null)
font = game.getDefaultFont();
if (fontSmall == null)
fontSmall = game.getLongTextFont();
fontLayout.setText(font, localeBundle.format(getLabel(), id, used, playerName, gender), entryColor, camera.viewportWidth, Align.center, false);
font.draw(batch, fontLayout, -camera.viewportWidth / 2, y);
fontLayout.setText(fontSmall, localeBundle.format(detail, used, levelName, playTime), entryColor, camera.viewportWidth, Align.center, false);
fontSmall.draw(batch, fontLayout, -camera.viewportWidth / 2, y - 50);
}
示例2: create
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
/**
* Initialisierung.
*
* @param game zeigt auf das SchoolGame, dass das Spiel verwaltet
*/
@Override
public void create(SchoolGame game) {
Gdx.app.getApplicationLogger().log("INFO", "Menu init...");
this.game = game;
entries = new ArrayList<MenuEntry>();
this.setupMenu();
batch = new SpriteBatch();
font = game.getDefaultFont();
fontLayout = new GlyphLayout();
selectSound = game.getAudioManager().createSound("menu", "select.wav", true);
changeSound = game.getAudioManager().createSound("menu", "change.wav", true);
game.getAudioManager().selectMusic(MUSIC_NAME, 0f);
FileHandle baseFileHandle = Gdx.files.internal("data/I18n/" + getI18nName());
localeBundle = I18NBundle.createBundle(baseFileHandle);
Gdx.app.getApplicationLogger().log("INFO", "Menu finished...");
}
示例3: create
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
/**
* Initialisierung
*
* @param game zeigt auf das SchoolGame, dass das Spiel verwaltet
*/
@Override
public void create(SchoolGame game) {
this.game = game;
saveData = new SaveData(this.game, this.slot);
batch = new SpriteBatch();
font = game.getDefaultFont();
smallFont = game.getLongTextFont();
fontLayout = new GlyphLayout();
FileHandle baseFileHandle = Gdx.files.internal("data/I18n/GameMenu");
localeBundle = I18NBundle.createBundle(baseFileHandle);
}
示例4: render
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
public void render(OrthographicCamera camera, SpriteBatch batch, int y, MenuEntry activeEntry, SchoolGame game, I18NBundle localeBundle, float deltaTime) {
Color entryColor = getColor();
if (this == activeEntry)
{
entryColor = getActiveColor();
}
if (!isEnabled())
{
entryColor = getDisabledColor();
}
if (font == null)
font = game.getDefaultFont();
if (fontSmall == null)
fontSmall = game.getLongTextFont();
fontLayout.setText(font, localeBundle.format(getLabel(), id, used, playerName, gender), entryColor, camera.viewportWidth, Align.center, false);
font.draw(batch, fontLayout, -camera.viewportWidth / 2, y);
fontLayout.setText(fontSmall, localeBundle.format(detail, used, levelName, playTime), entryColor, camera.viewportWidth, Align.center, false);
fontSmall.draw(batch, fontLayout, -camera.viewportWidth / 2, y - 50);
}
示例5: toString
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
public String toString(I18NBundle bundle) {
String s = "";
if(minScore != Integer.MIN_VALUE)
{
s+= bundle.format("objective_score", minScore);
}
for(int i = 0; i < Const.BUILDING_COUNT; i++)
{
if(buildingRequirement[i] > 0)
{
if(!s.equals(""))
s+="\n";
s+= bundle.format("objective_building",
buildingRequirement[i],
bundle.format(BuildingType.values()[i + 1].name().toLowerCase() + "_choice", buildingRequirement[i]));
}
}
return s;
}
示例6: ActionDialog
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
public ActionDialog(Label text, Action action, I18NBundle bundle, Skin skin, Hexpert hexpert) {
super(hexpert, skin);
this.action = action;
getBackground().setMinWidth(1000);
getBackground().setMinHeight(400);
text.setWrap(true);
text.setAlignment(Align.center);
getContentTable().add(text).width(getBackground().getMinWidth()).expandX();
getButtonTable().defaults().width(200).height(120).pad(15);
TextButton textButtonYes = new TextButton(bundle.get("yes"), skin);
getButtonTable().add(textButtonYes);
setObject(textButtonYes, 1);
TextButton textButtonNo = new TextButton(bundle.get("no"), skin);
getButtonTable().add(textButtonNo);
setObject(textButtonNo, null);
}
示例7: TutorialDialog
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
public TutorialDialog(Hexpert hexpert, Skin skin, boolean useScrollPane) {
super(hexpert, skin);
scrollContent = new Table();
if(useScrollPane) {
scrollPane = new ScrollPane(scrollContent, skin);
getContentTable().add(scrollPane);
}
getButtonTable().defaults().pad(15);
I18NBundle i18N = hexpert.i18NBundle;
TextButton textButtonOk = new TextButton(i18N.get("ok"), skin);
getButtonTable().add(textButtonOk);
setObject(textButtonOk, null);
}
示例8: init
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
public void init() {
/*************** ASSET MANAGER ********************/
assetManager.load("data/gui.json", Skin.class, new SkinLoader.SkinParameter(guiAtlas));
assetManager.load(gameAtlas, TextureAtlas.class);
assetManager.load("data/mental-space", I18NBundle.class, new I18NBundleLoader.I18NBundleParameter(java.util.Locale.getDefault()));
/**************** Load Sounds and music *******************/
SoundManager.getInstance().loadBasicSounds();
MusicManager.getInstance().init(this);
MusicManager.getInstance().loadBasics();
/**************** Finish ******************/
this.finishLoading();
this.loadParticles();
}
示例9: preLoad
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
public void preLoad()
{
input = new InputManager(se);
Controllers.addListener(input);
atlas = new TextureAtlas("main.atlas");
titleScreenAtlas = new TextureAtlas("titlescreen.atlas");
menuControlsAtlas = new TextureAtlas("menu.atlas");
menuFont = new BitmapFont(Gdx.files.internal("data/cgcfont.fnt"), atlas.findRegion("cgcfont"), false);
titleFont = new BitmapFont(Gdx.files.internal("data/cgctitlefont.fnt"), atlas.findRegion("cgctitlefont"), false);
sBatch = new SpriteBatch(1625);
shapes = new ShapeRenderer();
tManager = new TweenManager();
FileHandle baseFileHandle = Gdx.files.internal("i18n/CGCLang");
I18NBundle myBundle = I18NBundle.createBundle(baseFileHandle, locale);
lang = myBundle;
ChaseApp.alert("lang loaded");
}
示例10: LoadingStage
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
public LoadingStage() {
GDefence.getInstance().assetLoader.load("MainMenuBg.png", Texture.class);//TODO
GDefence.getInstance().assetLoader.load("mobHpBarBg.png", Texture.class);
GDefence.getInstance().assetLoader.load("mobHpBarKnob.png", Texture.class);
// I18NBundleLoader.I18NBundleParameter param = new I18NBundleLoader.I18NBundleParameter(/*new Locale("ru")*/Locale.US, "UTF-8");//TODO move to another place
// GDefence.getInstance().assetLoader.load("Language/text", I18NBundle.class, param);
// GDefence.getInstance().assetLoader.finishLoading();
GDefence.getInstance().assetLoader.initLang("en");
Image bg = new Image(GDefence.getInstance().assetLoader.get("MainMenuBg.png", Texture.class));
addActor(bg);
loadBar = new ProgressBar(0, 100, 1, false, GDefence.getInstance().assetLoader.getMobHpBarStyle());
loadBar.setSize(300, 50);
loadBar.getStyle().background.setMinHeight(loadBar.getHeight());
loadBar.getStyle().knob.setMinHeight(loadBar.getHeight());
loadBar.setPosition(Gdx.graphics.getWidth()/2 - loadBar.getWidth()/2, Gdx.graphics.getHeight()/2 - loadBar.getHeight()/2);
addActor(loadBar);
I18NBundle b = GDefence.getInstance().assetLoader.get("Language/text", I18NBundle.class);
Label loading = new Label(b.get("loading"), FontLoader.generateStyle(34, Color.BLACK));//
loading.setPosition(loadBar.getX() + loadBar.getWidth()/2 - loading.getWidth()/2,
loadBar.getY() - loadBar.getHeight());
addActor(loading);
}
示例11: getLocalizedLabel
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
/**
* returns localized label {@code labelKey} out of the label bundle file.
*
* The label bundle file path is specified within the GameConstants class (check LABE_BUNDLE_PATH)
*
* @param labelKey key to be searched within the label bundle
*
* @return localized label of key {@code labelKey}
*/
public static String getLocalizedLabel(String labelKey) {
if (labelBundle == null) {
String cfgFileValue = getCfgPreferenceValue(GameConstants.PREFERENCE_KEY_LANGUAGE);
Locale locale = null;
if (cfgFileValue != null) {
locale = new Locale(cfgFileValue);
} else {
// get default locale
locale = Locale.getDefault();
}
labelBundle = I18NBundle.createBundle(Gdx.files.internal(GameConstants.LABEL_BUNDLE_PATH), locale);
}
String result = "";
try {
result = labelBundle.get(labelKey);
} catch (MissingResourceException e) {
Gdx.app.error(GameConstants.LOG_TAG_ERROR, "Could not find label for key: " + labelKey, e);
}
return result;
}
示例12: provide
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
@Override
public I18NBundle provide(final Object target, final Member member) {
if (member == null) {
throwUnknownPathException();
}
final String id = member.getName();
if (id.isEmpty()) {
throwUnknownPathException();
}
final I18NBundle asset = getOrLoad(id);
if (member instanceof FieldMember) {
final BundleInjection injection = new BundleInjection(determinePath(id), ((FieldMember) member).getField(),
target);
if (target instanceof Loaded) {
((Loaded) target).onLoad(determinePath(id), I18NBundle.class, asset);
}
bundlesData.get(id).add(injection);
}
return asset;
}
示例13: reloadBundles
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
/** @param locale will be used to reload all managed {@link I18NBundle} instances. */
public void reloadBundles(final Locale locale) {
final AssetManager assetManager = getAssetManager();
for (final String id : bundles.keys()) {
final String path = determinePath(id);
try {
assetManager.unload(path);
} catch (final Exception exception) {
Exceptions.ignore(exception); // Asset not loaded. Somewhat expected.
}
final I18NBundle bundle = I18NBundle.createBundle(Gdx.files.internal(path), locale, encoding);
bundles.put(id, bundle);
final EagerI18NBundleParameter parameters = new EagerI18NBundleParameter(bundle);
assetManager.load(path, I18NBundle.class, parameters);
assetManager.finishLoadingAsset(path);
for (final BundleInjection injection : bundlesData.get(id)) {
injection.inject(bundle);
}
parser.getData().addI18nBundle(id, bundle);
if (defaultBundle.equals(id)) {
parser.getData().setDefaultI18nBundle(bundle);
}
}
}
示例14: loadAsync
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
@Override
public void loadAsync (AssetManager manager, String fileName, FileHandle file, I18NBundleParameter parameter) {
this.bundle = null;
Locale locale;
String encoding;
if (parameter == null) {
locale = Locale.getDefault();
encoding = null;
} else {
locale = parameter.locale == null ? Locale.getDefault() : parameter.locale;
encoding = parameter.encoding;
}
if (encoding == null) {
this.bundle = I18NBundle.createBundle(file, locale);
} else {
this.bundle = I18NBundle.createBundle(file, locale, encoding);
}
}
示例15: AssetManager
import com.badlogic.gdx.utils.I18NBundle; //导入依赖的package包/类
/** Creates a new AssetManager with all default loaders. */
public AssetManager (FileHandleResolver resolver) {
setLoader(BitmapFont.class, new BitmapFontLoader(resolver));
setLoader(Music.class, new MusicLoader(resolver));
setLoader(Pixmap.class, new PixmapLoader(resolver));
setLoader(Sound.class, new SoundLoader(resolver));
setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver));
setLoader(Texture.class, new TextureLoader(resolver));
setLoader(Skin.class, new SkinLoader(resolver));
setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver));
setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver));
setLoader(I18NBundle.class, new I18NBundleLoader(resolver));
setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver));
setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver));
setLoader(Model.class, ".obj", new ObjLoader(resolver));
executor = new AsyncExecutor(1);
}