本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.ImageButton.setPosition方法的典型用法代码示例。如果您正苦于以下问题:Java ImageButton.setPosition方法的具体用法?Java ImageButton.setPosition怎么用?Java ImageButton.setPosition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类com.badlogic.gdx.scenes.scene2d.ui.ImageButton
的用法示例。
在下文中一共展示了ImageButton.setPosition方法的11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: initButtons
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
public void initButtons(int score,TextureAtlas buttonAtlas) {
Skin buttonSkin = new Skin();
buttonSkin.addRegions(buttonAtlas);
//TODO FIX THIS SHIT INDENTATION
//TODO Long-term fix the magic numbers
ImageButton playButton = new ImageButton(buttonSkin.getDrawable("playbutton"),
buttonSkin.getDrawable("playbutton"));
playButton.setSize(256, 64);
playButton.setPosition(screenSize.width/2-playButton.getWidth()/2,
screenSize.height/2-playButton.getHeight()/2+50);
playButton.addListener(new InputListener() {
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
polymorph.setScreen(new GameScreen(polymorph));
DeathScreenMusic.stop();
return true;
}
});
stage.addActor(playButton);
}
示例2: createButtons
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
/**
* erstelle ein Zurückbutton. um zurück zur Bilderauswahl gelangen zu können
* rufe die Methode addListener(...) auf, füge den Button in die zweite
* Stage
*/
private void createButtons() {
ImageButton buttonBack = new ImageButton(new TextureRegionDrawable(
AssetManager.getTextureRegion("ui", "backIcon")));
buttonBack.setHeight(95);
buttonBack.setWidth(95);
buttonBack.setPosition(PuzzleManager.getMyXPos()
+ getPuzzleManager().getMyWidth() - buttonBack.getWidth(),
PuzzleManager.getMyYPos() + getPuzzleManager().getMyHeight());
addListener(buttonBack);
PuzzleManager.addToStage(PuzzleManager.getSecondstage(), buttonBack);
}
示例3: buildStage
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
@Override
public void buildStage() {
// Adding actors
Image bg = new Image(txtrBg);
addActor(bg);
ImageButton btnPlay = UIFactory.createButton(txtrPlay);
// btnPlay.setPosition(getWidth() / 2, 120.f, Align.center);
btnPlay.setPosition(getWidth() / 2, 80.f, Align.center);
addActor(btnPlay);
// ImageButton btnExit = UIFactory.createButton(txtrExit);
// btnExit.setPosition(getWidth() / 2, 60.f, Align.center);
// addActor(btnExit);
// Setting listeners
btnPlay.addListener( UIFactory.createListener(ScreenEnum.LEVEL_SELECT) );
// btnExit.addListener(
// new InputListener() {
// @Override
// public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
// Gdx.app.exit();
// return false;
// }
// });
}
示例4: buildStage
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
@Override
public void buildStage() {
// Adding actors
Image bg = new Image(txtrBg);
bg.setSize(480,360);
addActor(bg);
ImageButton btnBack = UIFactory.createButton(txtrBack);
btnBack.setPosition(260.f, 40.f, Align.center);
btnBack.setSize(50, 30);
addActor(btnBack);
//position is from bottom left ( x from left, y from bottom )
ImageButton btnClassic = UIFactory.createButton(txtrClassic);
btnClassic.setPosition(160, 200.f, Align.center);
btnClassic.setSize(80, 50);
addActor(btnClassic);
ImageButton btnFirstto1 = UIFactory.createButton(txtrFirstto1);
btnFirstto1.setPosition(160, 150.f, Align.center);
btnFirstto1.setSize(80, 50);
addActor(btnFirstto1);
ImageButton btnFirstto3 = UIFactory.createButton(txtrFirstto3);
btnFirstto3.setPosition(160, 100.f, Align.center);
btnFirstto3.setSize(80, 50);
addActor(btnFirstto3);
ImageButton btnFirstto5 = UIFactory.createButton(txtrFirstto5);
btnFirstto5.setPosition(160, 50.f, Align.center);
btnFirstto5.setSize(80, 50);
addActor(btnFirstto5);
btnBack.addListener(UIFactory.createListener(ScreenEnum.MAIN_MENU));
btnClassic.addListener( UIFactory.createListener(ScreenEnum.GAME, GameMode.GameType.CLASSIC) );
btnFirstto1.addListener( UIFactory.createListener(ScreenEnum.GAME, GameMode.GameType.FIRST_TO_1) );
btnFirstto3.addListener( UIFactory.createListener(ScreenEnum.GAME, GameMode.GameType.FIRST_TO_3) );
btnFirstto5.addListener( UIFactory.createListener(ScreenEnum.GAME, GameMode.GameType.FIRST_TO_5) );
}
示例5: show
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
@Override
public void show()
{
app.camera.setToOrtho(false, Constants.V_WIDTH, Constants.V_HEIGHT);
app.camera.update();
player = new Player(atlas.createSprite("paddle"), app);
String path = app.prefs.getString("BG_PATH", "images/paddlandball/bg-red.png");
bg = new Sprite(app.assets.get(path, Texture.class));
overlay = new Sprite(app.assets.get("images/helpScreen/helpscreen.png", Texture.class));
overlay.getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
bUp = new SpriteDrawable(new Sprite(app.assets.get("images/backButton/back-up.png", Texture.class)));
bDown = new SpriteDrawable(new Sprite(app.assets.get("images/backButton/back-down.png", Texture.class)));
bUp.getSprite().getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
bDown.getSprite().getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
backButton = new ImageButton(bUp, bDown);
backButton.addListener(new ClickListener()
{
@Override
public void clicked(InputEvent event, float x, float y)
{
backButton.remove();
app.setScreen(new MenuScreen(app));
}
});
backButton.setPosition(20, Constants.V_HEIGHT - backButton.getHeight() - 20);
stage = new Stage(app.viewport, app.batch);
stage.addActor(backButton);
Gdx.input.setInputProcessor(stage);
}
示例6: initWidget
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
private void initWidget() {
//初始化界面控件
TextureAtlas mBloodAtlas = MyGdxGame.assetManager.getTextureAtlas(Constant.PLAY_BLOOD);
//初始化头像
mSunAvatar = mBloodAtlas.findRegion("sunAvatar");
//初始化血槽
mBloodProgressBG = mBloodAtlas.findRegion("blood_border");
mBloodProgress = mBloodAtlas.findRegion("blood");
//初始化mp
mMPProgressBG = mBloodAtlas.findRegion("blue_border");
mMPProgress = mBloodAtlas.findRegion("blue");
//初始化分数
mScoreFont = new BitmapFont(Gdx.files.internal("font/text48.fnt"));
mScoreFont.getData().setScale(0.8f, 1f);
Label.LabelStyle style = new Label.LabelStyle(MyGdxGame.assetManager.getNumFont(), null);
mScore = new Label("0", style);
mScore.setPosition(1100, 590);
//初始化操作杆素材
TextureAtlas playAtlas = MyGdxGame.assetManager.getTextureAtlas(Constant.PLAY_WIDGET);
//左行动按钮
mLeftBtn = new ImageButton(new TextureRegionDrawable(playAtlas.findRegion("leftBtnUp")),
new TextureRegionDrawable(playAtlas.findRegion("leftBtnDown")));
mLeftBtn.setPosition(100, 20);
//右行动按钮
mRightBtn = new ImageButton(new TextureRegionDrawable(playAtlas.findRegion("rightBtnUp")),
new TextureRegionDrawable(playAtlas.findRegion("rightBtnDown")));
mRightBtn.setPosition(260, 20);
//攻击按钮
mAttackBtn = new ImageButton(new TextureRegionDrawable(playAtlas.findRegion("attackBtnUp")),
new TextureRegionDrawable(playAtlas.findRegion("attackBtnDown")));
mAttackBtn.setPosition(1000, 35);
//火球攻击按钮
mBallBtn = new ImageButton(new TextureRegionDrawable(playAtlas.findRegion("attackBallBtnUp")),
new TextureRegionDrawable(playAtlas.findRegion("attackBallBtnDown")));
mBallBtn.getImage().setSize(138, 138);
mBallBtn.setPosition(850, 35);
//Unclicked火球
mUnclickedBallBtn = new ImageButton(new TextureRegionDrawable(playAtlas.findRegion("attackBallBtnUnclicked")));
mUnclickedBallBtn.getImage().setSize(138, 138);
mUnclickedBallBtn.setPosition(850, 35);
mUnclickedBallBtn.setVisible(false);
//升龙斩攻击按钮
mJumpAttackBtn = new ImageButton(new TextureRegionDrawable(playAtlas.findRegion("attackJumpBtnUp")),
new TextureRegionDrawable(playAtlas.findRegion("attackJumpBtnDown")));
mJumpAttackBtn.getImage().setSize(138, 138);
mJumpAttackBtn.setPosition(700, 35);
//Unclicked升龙斩
mUnclickedJumpBtn = new ImageButton(new TextureRegionDrawable(playAtlas.findRegion("attackJumpBtnUnclicked")));
mUnclickedJumpBtn.getImage().setSize(138, 138);
mUnclickedJumpBtn.setPosition(700, 35);
mUnclickedJumpBtn.setVisible(false);
//跳跃按钮
mJumpBtn = new ImageButton(new TextureRegionDrawable(playAtlas.findRegion("jumpBtnUp")),
new TextureRegionDrawable(playAtlas.findRegion("jumpBtnDown")));
mJumpBtn.setPosition(1130, 140);
mStage.addActor(mScore);
mStage.addActor(mLeftBtn);
mStage.addActor(mRightBtn);
mStage.addActor(mAttackBtn);
mStage.addActor(mJumpBtn);
mStage.addActor(mBallBtn);
mStage.addActor(mUnclickedBallBtn);
mStage.addActor(mJumpAttackBtn);
mStage.addActor(mUnclickedJumpBtn);
}
示例7: init
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
private void init() {
//开始界面控件初始化
mAtlas = MyGdxGame.assetManager.getTextureAtlas(Constant.START_SETTING);
mRangeAtlas = MyGdxGame.assetManager.getTextureAtlas(Constant.RANGE_WIDGET);
mStartBtn = new ImageButton(new TextureRegionDrawable(mAtlas.findRegion("startBtnUp")),
new TextureRegionDrawable(mAtlas.findRegion("startBtnDown")));
mSettingBtn = new ImageButton(new TextureRegionDrawable(mAtlas.findRegion("settingBtnUp")),
new TextureRegionDrawable(mAtlas.findRegion("settingBtnDown")));
mStartBtn.setSize(280, 100);
mSettingBtn.setSize(280, 100);
//输入姓名对话框
mInputnameDialog = new InputnameDialog(MyGdxGame.VIEW_WIDTH / 2, MyGdxGame.VIEW_HEIGHT / 2);
//警告对话框
mWarningDialog = new NameWarningDialog(MyGdxGame.SCREEN_WIDTH / 2, MyGdxGame.SCREEN_HEIGHT / 2);
//开始界面 - 排行榜
mRangeBtn = new ImageButton(new TextureRegionDrawable(mRangeAtlas.findRegion("rangeBtnUp")),
new TextureRegionDrawable(mRangeAtlas.findRegion("rangeBtnDown")));
mRangeBtn.setSize(280, 100);
//初始化排行榜对话框
mRangeDialog = new RankingDialog(MyGdxGame.SCREEN_WIDTH / 2, MyGdxGame.SCREEN_HEIGHT / 2);
mStartBtn.setPosition(MyGdxGame.VIEW_WIDTH / 2 + 20, MyGdxGame.VIEW_HEIGHT / 2 - mStartBtn.getHeight() / 2 - 20);
mRangeBtn.setPosition(MyGdxGame.VIEW_WIDTH / 2 + 26, MyGdxGame.VIEW_HEIGHT / 2 - mStartBtn.getHeight() / 2 - 100);
mSettingBtn.setPosition(MyGdxGame.VIEW_WIDTH / 2 + 26, MyGdxGame.VIEW_HEIGHT / 2 - mStartBtn.getHeight() / 2 - 180);
//设置界面初始化 - 是否打开音效
Drawable checkOn = new TextureRegionDrawable(mAtlas.findRegion("musicBtnOn"));
Drawable checkOff = new TextureRegionDrawable(mAtlas.findRegion("musicBtnOff"));
CheckBox.CheckBoxStyle boxStyle = new CheckBox.CheckBoxStyle(checkOff, checkOn,
MyGdxGame.assetManager.getFont(), Color.BLUE);
mCheckBox = new CheckBox("", boxStyle);
mCheckBox.setSize(255, 100);
mCheckBox.setPosition(MyGdxGame.VIEW_WIDTH / 2 + 38, MyGdxGame.VIEW_HEIGHT / 2 - mStartBtn.getHeight() / 2 - 40);
if (isPlay) {
mCheckBox.setChecked(true);
} else {
mCheckBox.setChecked(false);
}
//设置界面初始化 - 关于我们
mAboutBtn = new ImageButton(new TextureRegionDrawable(mAtlas.findRegion("aboutBtnUp")),
new TextureRegionDrawable(mAtlas.findRegion("aboutBtnDown")));
mAboutBtn.setSize(280, 100);
mAboutBtn.setPosition(MyGdxGame.VIEW_WIDTH / 2 + 26, MyGdxGame.VIEW_HEIGHT / 2 - mStartBtn.getHeight() / 2 - 110);
mAboutGameDialog = new AboutGameDialog(MyGdxGame.SCREEN_WIDTH / 2, MyGdxGame.SCREEN_HEIGHT / 2);
//设置界面初始化 - 返回按钮
mBackButton = new ImageButton(new TextureRegionDrawable(mAtlas.findRegion("backStartBtnUp")),
new TextureRegionDrawable(mAtlas.findRegion("backStartBtnDown")));
mBackButton.setSize(280, 100);
mBackButton.setPosition(MyGdxGame.VIEW_WIDTH / 2 + 26, MyGdxGame.VIEW_HEIGHT / 2 - mStartBtn.getHeight() / 2 - 180);
//背景音乐
if (isPlay) {
MyGdxGame.assetManager.getMusic(Constant.START_BGM).play();
} else {
MyGdxGame.assetManager.getMusic(Constant.START_BGM).pause();
}
//初始化监听
initListener();
}
示例8: init
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
private void init() {
//初始化标题
switch (Play.level) {
case 0:
titleStr = "南天门";
break;
case 1:
titleStr = "南天王殿";
break;
case 2:
titleStr = "西天王殿";
break;
case 3:
titleStr = "北天王殿";
break;
case 4:
titleStr = "凌霄宝殿";
break;
}
//初始化时间
timeStr = Utils.changeSecondToHMS(Utils.time);
//地点样式
Label.LabelStyle placeStyle = new Label.LabelStyle(MyGdxGame.assetManager.getFont(), Constant.PLACE_COLOR);
mPlaceLab = new Label(titleStr, placeStyle);
mPlaceLab.setFontScale(1.3f);
mPlaceLab.setPosition(390, 425);
//时间样式
Label.LabelStyle timeStyle = new Label.LabelStyle(MyGdxGame.assetManager.getFont(), Constant.TIME_COLOR);
mTimeLab = new Label(timeStr, timeStyle);
mTimeLab.setPosition(480, 365);
//五角星与按钮
mAtlas = MyGdxGame.assetManager.getTextureAtlas(Constant.FAILURE_WIDGET);
mAtlasRegions = new TextureAtlas.AtlasRegion[6];
mAtlasRegions[0] = new TextureAtlas.AtlasRegion(mAtlas.findRegion("starOff"));
mAtlasRegions[1] = new TextureAtlas.AtlasRegion(mAtlas.findRegion("starOn"));
mAtlasRegions[2] = new TextureAtlas.AtlasRegion(mAtlas.findRegion("restartBtnUp"));
mAtlasRegions[3] = new TextureAtlas.AtlasRegion(mAtlas.findRegion("restartBtnDown"));
mAtlasRegions[4] = new TextureAtlas.AtlasRegion(mAtlas.findRegion("backBtnUp"));
mAtlasRegions[5] = new TextureAtlas.AtlasRegion(mAtlas.findRegion("backBtnDown"));
//初始化返回控件
mBackBtn = new ImageButton(new TextureRegionDrawable(mAtlasRegions[4]),
new TextureRegionDrawable(mAtlasRegions[5]));
mBackBtn.setSize(200, 90);
mBackBtn.setPosition(450, 100);
//初始化重新挑战控件
mRestartBtn = new ImageButton(new TextureRegionDrawable(mAtlasRegions[2]),
new TextureRegionDrawable(mAtlasRegions[3]));
mRestartBtn.setSize(200, 90);
mRestartBtn.setPosition(660, 100);
//初始化背景音乐
MyGdxGame.assetManager.getSound(Constant.FAILURE_BGM).play();
mStage.addActor(mPlaceLab);
mStage.addActor(mTimeLab);
mStage.addActor(mBackBtn);
mStage.addActor(mRestartBtn);
initListener();
}
示例9: GameScreen
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
public GameScreen(AssetManager manager) {
super("Splash", manager);
// Create buttons
mainStage = new Stage(new StretchViewport(GlobalVars.width, GlobalVars.height));
buttonAtlas = manager.get("gfx/ui/buttons.pack", TextureAtlas.class);
buttonSkin = new Skin(buttonAtlas);
Gdx.input.setInputProcessor(mainStage);
ImageButtonStyle imgBtnStyle = new ImageButtonStyle();
imgBtnStyle.imageUp = buttonSkin.getDrawable("ExitButton");
ImageButton exitButton = new ImageButton(imgBtnStyle);
exitButton.setPosition(GlobalVars.width - (exitButton.getWidth() + 5f), GlobalVars.height - (exitButton.getHeight() + 5f));
mainStage.addActor(exitButton);
exitButton.addListener(new ChangeListener() {
public void changed(ChangeEvent e, Actor a) {
setNextScreen("MainMenu");
setDone(true);
}
});
// Setup draw stuff
camera = new OrthographicCamera(GlobalVars.width, GlobalVars.height);
camera.position.set(GlobalVars.width / 2, GlobalVars.height / 2, 0f);
camera.update();
batch = new SpriteBatch();
spaceshipAtlas = manager.get("gfx/sprites/spaceships.pack", TextureAtlas.class);
bulletAtlas = manager.get("gfx/sprites/bullets.pack", TextureAtlas.class);
pickupAtlas = manager.get("gfx/sprites/pickups.pack", TextureAtlas.class);
font = new BitmapFont();
font.scale(0.01f);
// Create ship
if(GlobalVars.ship == 0) {
player = new Player(spaceshipAtlas.findRegion("bluedestroyer"), 160, 50, 1, 1000, 250, 0.5f);
} else if(GlobalVars.ship == 1) {
player = new Player(spaceshipAtlas.findRegion("bluecarrier"), 160, 50, 0, 2000, 250, 0.5f);
} else {
player = new Player(spaceshipAtlas.findRegion("bluecruiser"), 160, 50, 0, 1000, 500, 0.5f);
}
// Setup enemies
enemies = new Enemy[NUM_ENEMIES];
for(int i = 0; i < NUM_ENEMIES; i++) { enemies[i] = null; }
currentMaxEnemies = 1;
currentEnemies = 0;
// Setup bullets
bullets = new Bullet[NUM_BULLETS];
for(int i = 0; i < NUM_BULLETS; i++) { bullets[i] = null; }
// Setup pickups
pickup = null;
pickupTimer = 0;
rapidTimer = 0;
speed = false;
speedTimer = 0;
invTimer = 0;
// Setup Particle Effects
ParticleEffect explosionEffect = new ParticleEffect();
explosionEffect.load(Gdx.files.internal("gfx/particles/Explosion.p"), Gdx.files.internal("gfx/particles/"));
explosionEffectPool = new ParticleEffectPool(explosionEffect, 1, 2);
// Setup stars
stars = new Star[NUM_STARS];
for(int i = 0; i < NUM_STARS; i++) {
RandomXS128 rand = new RandomXS128();
stars[i] = new Star(rand.nextFloat() * GlobalVars.width, rand.nextFloat() * GlobalVars.height);
}
shapeRenderer = new ShapeRenderer();
// Setup sound
laserShot = Gdx.audio.newSound(Gdx.files.internal("sfx/laser5.mp3"));
explode = Gdx.audio.newSound(Gdx.files.internal("sfx/explosion.mp3"));
}
示例10: init
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
@Override
public void init(){
float w = this.getWidth();
float h = this.getHeight();
System.out.println(w);
System.out.println(h);
talking = new Label("???", SkinService.getSkin(), "talking");
talking.setPosition(0, 9f/10f*h);
textZone = new TextZone("", SkinService.getSkin(), new Vector2((6f/10f)*w,h));
textZone.pack();
next = new ImageButton(SkinService.getSkin(), "next");
next.setPosition(w-next.getWidth(), h/2-next.getHeight()/2);
prev = new ImageButton(SkinService.getSkin(), "prev");
prev.setPosition(0, h/2-next.getHeight()/2);
next.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
super.clicked(event, x, y);
if(state == ACTING){
if(action != null){
if(!action.isFinished()){
action.setFinish(true); // Go to the end of the action
}
else{
state = READY;
}
}
}
else if(state == WAITING){
state = READY;
}
// Autorise le script � continuer
if(state == READY){
Sequence.getScriptSync().release();
}
}
});
}
示例11: defaultApps
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton; //导入方法依赖的package包/类
private void defaultApps() { // TODO automate this
Sprite s;
Color c = new Color(.7f, .7f, .7f, 1f);
s = linearTextures.createSprite("console0Up");
s.setColor(c);
ImageButton terminal0 = new DesktopAppIcon(new TextureRegionDrawable(linearTextures.findRegion("console0Up")), new SpriteDrawable(s), window.getTerminal0());
terminal0.setPosition(20, 20);
desktopApps.add(terminal0);
desktop.addActor(terminal0);
s = linearTextures.createSprite("console1Up");
s.setColor(c);
ImageButton terminal1 = new DesktopAppIcon(new TextureRegionDrawable(linearTextures.findRegion("console1Up")), new SpriteDrawable(s), window.getTerminal1());
terminal1.setPosition(60, 20);
desktopApps.add(terminal1);
desktop.addActor(terminal1);
s = linearTextures.createSprite("console2Up");
s.setColor(c);
ImageButton terminal2 = new DesktopAppIcon(new TextureRegionDrawable(linearTextures.findRegion("console2Up")), new SpriteDrawable(s), window.getTerminal2());
terminal2.setPosition(100, 20);
desktopApps.add(terminal2);
desktop.addActor(terminal2);
s = linearTextures.createSprite("console3Up");
s.setColor(c);
ImageButton terminal3 = new DesktopAppIcon(new TextureRegionDrawable(linearTextures.findRegion("console3Up")), new SpriteDrawable(s), window.getTerminal3());
terminal3.setPosition(140, 20);
desktopApps.add(terminal3);
desktop.addActor(terminal3);
s = linearTextures.createSprite("infoUp");
s.setColor(c);
ImageButton info = new DesktopAppIcon(new TextureRegionDrawable(linearTextures.findRegion("infoUp")), new SpriteDrawable(s), window.getInfo());
info.setPosition(40, 400);
desktopApps.add(info);
desktop.addActor(info);
s = linearTextures.createSprite("shutdownUp");
s.setColor(c);
ImageButton shutdown = new DesktopAppIcon(new TextureRegionDrawable(linearTextures.findRegion("shutdownUp")), new SpriteDrawable(s), window.getShutdown());
shutdown.setPosition(40, 350);
desktopApps.add(shutdown);
desktop.addActor(shutdown);
s = linearTextures.createSprite("infoUp");
s.setColor(c);
ImageButton textEdit = new DesktopAppIcon(new TextureRegionDrawable(linearTextures.findRegion("infoUp")), new SpriteDrawable(s), window.getTextEdit());
shutdown.setPosition(40, 300);
desktopApps.add(textEdit);
desktop.addActor(textEdit);
}