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Java ApplicationType.WebGL方法代码示例

本文整理汇总了Java中com.badlogic.gdx.Application.ApplicationType.WebGL方法的典型用法代码示例。如果您正苦于以下问题:Java ApplicationType.WebGL方法的具体用法?Java ApplicationType.WebGL怎么用?Java ApplicationType.WebGL使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.badlogic.gdx.Application.ApplicationType的用法示例。


在下文中一共展示了ApplicationType.WebGL方法的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: draw

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
@Override
public void draw (float delta) {
	Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

	viewMatrix.setToOrtho2D(0, 0, 480, 320);
	spriteBatch.setProjectionMatrix(viewMatrix);
	spriteBatch.setTransformMatrix(transformMatrix);
	spriteBatch.begin();
	spriteBatch.disableBlending();
	spriteBatch.setColor(Color.WHITE);
	spriteBatch.draw(background, 0, 0, 480, 320, 0, 0, 512, 512, false, false);
	spriteBatch.enableBlending();
	spriteBatch.draw(logo, 0, 320 - 128, 480, 128, 0, 0, 512, 256, false, false);
	spriteBatch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
	glyphLayout.setText(font, "Touch screen to start!");
	font.draw(spriteBatch, glyphLayout, 240 - glyphLayout.width / 2, 128);
	if (Gdx.app.getType() == ApplicationType.WebGL) {
		glyphLayout.setText(font, "Press Enter for Fullscreen Mode");
		font.draw(spriteBatch, glyphLayout, 240 - glyphLayout.width / 2, 128 - font.getLineHeight());
	}
	spriteBatch.end();
}
 
开发者ID:Motsai,项目名称:neblina-libgdx3d,代码行数:23,代码来源:MainMenu.java

示例2: ShaderManager

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
public ShaderManager (String shaderDir, AssetManager am, boolean addProcessors) {
	shaders = new ObjectMap<String, ShaderProgram>();
	shaderPaths = new ObjectMap<String, String>();
	sourcesVert = new ObjectMap<String, String>();
	sourcesFrag = new ObjectMap<String, String>();
	frameBuffers = new ObjectMap<String, FrameBuffer>();
	openedFrameBuffers = new Array<String>(true, MAX_FRAMEBUFFERS);
	screenCamera = new OrthographicCamera(Gdx.graphics.getWidth() + 2, Gdx.graphics.getHeight() + 2);
	createScreenQuad();
	screenCamera.translate(0, -1);
	screenCamera.update();
	setShaderDir(shaderDir);
	setAssetManager(am);
	// add("empty", "empty.vert", "empty.frag");
	// add("default", "default.vert", "default.frag");
	if (addProcessors && (Gdx.app.getType() == ApplicationType.Desktop || Gdx.app.getType() == ApplicationType.Applet
		|| Gdx.app.getType() == ApplicationType.WebGL)) {
		/*
		 * add("processor", "processor.vert", "processor.frag"); add("processor_blur", "processor.vert", "processor_blur.frag");
		 * add("copy", "processor.vert", "copy.frag"); add("processor_draw", "processor.vert", "processor_draw.frag");
		 * add("processor_fill", "processor.vert", "processor_fill.frag");
		 */
	}
}
 
开发者ID:Quexten,项目名称:RavTech,代码行数:25,代码来源:ShaderManager.java

示例3: tryLoadHTMLTwitterAPI

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
private void tryLoadHTMLTwitterAPI() {
	if (Gdx.app.getType() != ApplicationType.WebGL) {
		Gdx.app.debug(TAG, "Skip loading gdx-twitter for HTML. Not running HTML. \n");
		return;
	}

	try {

		final Class<?> twitterClazz = ClassReflection.forName("de.tomgrill.gdxtwitter.html.HTMLTwitterAPI");
		Object twitter = ClassReflection.getConstructor(twitterClazz, TwitterConfig.class).newInstance(config);

		twitterAPI = (TwitterAPI) twitter;

		Gdx.app.debug(TAG, "gdx-twitter for HTML loaded successfully.");

	} catch (ReflectionException e) {
		Gdx.app.debug(TAG, "Error creating gdx-twitter for HTML (are the gdx-twitter **.jar files installed?). \n");
		e.printStackTrace();
	}

}
 
开发者ID:TomGrill,项目名称:gdx-twitter,代码行数:22,代码来源:TwitterSystem.java

示例4: installHTMLGDXDialogs

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
private void installHTMLGDXDialogs() {
	if (Gdx.app.getType() != ApplicationType.WebGL) {
		showDebugSkipInstall(ApplicationType.WebGL.name());
		return;
	}

	try {

		final Class<?> dialogManagerClazz = ClassReflection.forName("de.tomgrill.gdxdialogs.html.HTMLGDXDialogs");
		Object dialogManager = ClassReflection.getConstructor(dialogManagerClazz).newInstance();

		this.gdxDialogs = (GDXDialogs) dialogManager;
		showDebugInstallSuccessful(ApplicationType.WebGL.name());

	} catch (ReflectionException e) {
		showErrorInstall(ApplicationType.WebGL.name(), "html");
		e.printStackTrace();
	}

}
 
开发者ID:TomGrill,项目名称:gdx-dialogs,代码行数:21,代码来源:GDXDialogsSystem.java

示例5: draw

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
@Override
public void draw (float delta) {
	Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

	viewMatrix.setToOrtho2D(0, 0, 480, 320);
	spriteBatch.setProjectionMatrix(viewMatrix);
	spriteBatch.setTransformMatrix(transformMatrix);
	spriteBatch.begin();
	spriteBatch.disableBlending();
	spriteBatch.setColor(Color.WHITE);
	spriteBatch.draw(background, 0, 0, 480, 320, 0, 0, 512, 512, false, false);
	spriteBatch.enableBlending();
	spriteBatch.draw(logo, 0, 320 - 128, 480, 128, 0, 0, 512, 256, false, false);
	spriteBatch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
	String text = "Touch screen to start!";
	float width = font.getBounds(text).width;
	font.draw(spriteBatch, text, 240 - width / 2, 128);
	if (Gdx.app.getType() == ApplicationType.WebGL) {
		text = "Press Enter for Fullscreen Mode";
		width = font.getBounds(text).width;
		font.draw(spriteBatch, "Press Enter for Fullscreen Mode", 240 - width / 2, 128 - font.getLineHeight());
	}
	spriteBatch.end();
}
 
开发者ID:jiangerji,项目名称:android-screen-recorder,代码行数:25,代码来源:MainMenu.java

示例6: consumeCustomData

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
@Override
public void consumeCustomData (int target) {
	if (!Gdx.graphics.supportsExtension("texture_float"))
		throw new GdxRuntimeException("Extension OES_TEXTURE_FLOAT not supported!");

	// this is a const from GL 3.0, used only on desktops
	final int GL_RGBA32F = 34836;

	// GLES and WebGL defines texture format by 3rd and 8th argument,
	// so to get a float texture one needs to supply GL_RGBA and GL_FLOAT there.
	if (Gdx.app.getType() == ApplicationType.Android || Gdx.app.getType() == ApplicationType.iOS
		|| Gdx.app.getType() == ApplicationType.WebGL) {
		Gdx.gl.glTexImage2D(target, 0, GL20.GL_RGBA, width, height, 0, GL20.GL_RGBA, GL20.GL_FLOAT, buffer);
	} else {
		// in desktop OpenGL the texture format is defined only by the third argument,
		// hence we need to use GL_RGBA32F there (this constant is unavailable in GLES/WebGL)
		Gdx.gl.glTexImage2D(target, 0, GL_RGBA32F, width, height, 0, GL20.GL_RGBA, GL20.GL_FLOAT, buffer);
	}
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:20,代码来源:FloatTextureData.java

示例7: initShaderProgram

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
@Override
protected void initShaderProgram() {
    // Initialise renderer
    if (Gdx.app.getType() == ApplicationType.WebGL)
        shaderProgram = new ShaderProgram(Gdx.files.internal("shader/point.vertex.glsl"), Gdx.files.internal("shader/point.fragment.wgl.glsl"));
    else
        shaderProgram = new ShaderProgram(Gdx.files.internal("shader/point.vertex.glsl"), Gdx.files.internal("shader/point.fragment.glsl"));
    if (!shaderProgram.isCompiled()) {
        Logger.error(this.getClass().getName(), "Pixel shader compilation failed:\n" + shaderProgram.getLog());
    }
    pointAlpha = new float[] { GlobalConf.scene.POINT_ALPHA_MIN, GlobalConf.scene.POINT_ALPHA_MIN + GlobalConf.scene.POINT_ALPHA_MAX };
    shaderProgram.begin();
    shaderProgram.setUniform2fv("u_pointAlpha", pointAlpha, 0, 2);
    shaderProgram.end();

}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:17,代码来源:PixelRenderSystem.java

示例8: getPlatform

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
public static String getPlatform() {
	ApplicationType type = Gdx.app.getType();
	if (type == ApplicationType.Desktop)
		return "desktop";
	if (type == ApplicationType.Android)
		return "android";
	if (type == ApplicationType.iOS)
		return "ios";
	if (type == ApplicationType.Applet)
		return "applet";
	if (type == ApplicationType.WebGL)
		return "web";
	return "desktop";
}
 
开发者ID:Murii,项目名称:Tilo-game-framework,代码行数:15,代码来源:Tilo.java

示例9: platform

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
public static String platform() {
	ApplicationType type = Gdx.app.getType();
	if (type == ApplicationType.Desktop)
		return "desktop";
	if (type == ApplicationType.Android)
		return "android";
	if (type == ApplicationType.iOS)
		return "ios";
	if (type == ApplicationType.Applet)
		return "applet";
	if (type == ApplicationType.WebGL)
		return "web";
	return "desktop";
}
 
开发者ID:Murii,项目名称:Tilo-game-framework,代码行数:15,代码来源:window.java

示例10: setFollowRedirects

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
/** Sets whether 301 and 302 redirects are followed. By default true. Can't be changed in the GWT backend because this uses
 * XmlHttpRequests which always redirect.
 * @param followRedirects whether to follow redirects.
 * @exception IllegalArgumentException if redirection is disabled on the GWT backend. */
public void setFollowRedirects (boolean followRedirects) throws IllegalArgumentException {
	if (followRedirects == true || Gdx.app.getType() != ApplicationType.WebGL) {
		this.followRedirects = followRedirects;
	} else {
		throw new IllegalArgumentException("Following redirects can't be disabled using the GWT/WebGL backend!");
	}
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:12,代码来源:Net.java

示例11: act

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
/** Calls the {@link Actor#act(float)} method on each actor in the stage. Typically called each frame. This method also fires
 * enter and exit events.
 * @param delta Time in seconds since the last frame. */
public void act (float delta) {
	// Update over actors. Done in act() because actors may change position, which can fire enter/exit without an input event.
	for (int pointer = 0, n = pointerOverActors.length; pointer < n; pointer++) {
		Actor overLast = pointerOverActors[pointer];
		// Check if pointer is gone.
		if (!pointerTouched[pointer]) {
			if (overLast != null) {
				pointerOverActors[pointer] = null;
				screenToStageCoordinates(tempCoords.set(pointerScreenX[pointer], pointerScreenY[pointer]));
				// Exit over last.
				InputEvent event = Pools.obtain(InputEvent.class);
				event.setType(InputEvent.Type.exit);
				event.setStage(this);
				event.setStageX(tempCoords.x);
				event.setStageY(tempCoords.y);
				event.setRelatedActor(overLast);
				event.setPointer(pointer);
				overLast.fire(event);
				Pools.free(event);
			}
			continue;
		}
		// Update over actor for the pointer.
		pointerOverActors[pointer] = fireEnterAndExit(overLast, pointerScreenX[pointer], pointerScreenY[pointer], pointer);
	}
	// Update over actor for the mouse on the desktop.
	ApplicationType type = Gdx.app.getType();
	if (type == ApplicationType.Desktop || type == ApplicationType.Applet || type == ApplicationType.WebGL)
		mouseOverActor = fireEnterAndExit(mouseOverActor, mouseScreenX, mouseScreenY, -1);

	// Run actions and determine whether to request rendering (for when setContinuousRendering is off)
	root.act(delta);
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:37,代码来源:Stage.java

示例12: generateMipMap

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
/** Sets the image data of the {@link Texture} based on the {@link Pixmap}. The texture must be bound for this to work. If
 * <code>disposePixmap</code> is true, the pixmap will be disposed at the end of the method. */
public static void generateMipMap (int target, Pixmap pixmap, int textureWidth, int textureHeight) {
	if (!useHWMipMap) {
		generateMipMapCPU(target, pixmap, textureWidth, textureHeight);
		return;
	}

	if (Gdx.app.getType() == ApplicationType.Android || Gdx.app.getType() == ApplicationType.WebGL
		|| Gdx.app.getType() == ApplicationType.iOS) {
		generateMipMapGLES20(target, pixmap);
	} else {
		generateMipMapDesktop(target, pixmap, textureWidth, textureHeight);
	}
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:16,代码来源:MipMapGenerator.java

示例13: initShaderProgram

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
@Override
protected void initShaderProgram() {

    // POINT (STARS) PROGRAM
    if (Gdx.app.getType() == ApplicationType.WebGL)
        shaderProgram = new ShaderProgram(Gdx.files.internal("shader/point.galaxy.vertex.glsl"), Gdx.files.internal("shader/point.galaxy.fragment.wgl.glsl"));
    else
        shaderProgram = new ShaderProgram(Gdx.files.internal("shader/point.galaxy.vertex.glsl"), Gdx.files.internal("shader/point.galaxy.fragment.glsl"));
    if (!shaderProgram.isCompiled()) {
        Logger.error(this.getClass().getName(), "Point shader compilation failed:\n" + shaderProgram.getLog());
    }
    shaderProgram.begin();
    shaderProgram.setUniformf("u_pointAlphaMin", 0.1f);
    shaderProgram.setUniformf("u_pointAlphaMax", 1.0f);
    shaderProgram.end();

    // QUAD (NEBULA) PROGRAM
    quadProgram = new ShaderProgram(Gdx.files.internal("shader/nebula.vertex.glsl"), Gdx.files.internal("shader/nebula.fragment.glsl"));
    if (!quadProgram.isCompiled()) {
        Logger.error(this.getClass().getName(), "Nebula shader compilation failed:\n" + quadProgram.getLog());
    }
    nebulatextures = new Texture[4];
    for (int i = 0; i < 4; i++) {
        Texture tex = new Texture(Gdx.files.internal(GlobalConf.TEXTURES_FOLDER + "nebula00" + (i + 1) + ".png"));
        tex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
        nebulatextures[i] = tex;
    }
}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:29,代码来源:MilkyWayRenderSystem.java

示例14: UDPManager

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
/** Creates the UDP manager using the default implementation */
public UDPManager () {
	if (Gdx.app.getType() == ApplicationType.WebGL) {
		throw new UnsupportedOperationException("Not implemented.");
	}
	this.impl = new UDPSocketImpl();
}
 
开发者ID:johnnyapol,项目名称:libgdx-udp-extension,代码行数:8,代码来源:UDPManager.java

示例15: AliasResourceManager

import com.badlogic.gdx.Application.ApplicationType; //导入方法依赖的package包/类
public AliasResourceManager() {
    if (Gdx.app.getType() == ApplicationType.Desktop) {
        loopLoader = new LoopLoaderDesktop();
    } else if (Gdx.app.getType() == ApplicationType.WebGL) {
        loopLoader = new LoopLoaderWebGL();
    } else {
        loopLoader = new LoopLoaderGeneral();
    }
}
 
开发者ID:lycying,项目名称:c2d-engine,代码行数:10,代码来源:AliasResourceManager.java


注:本文中的com.badlogic.gdx.Application.ApplicationType.WebGL方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。