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Merge branch 'master' into 'master'
Revert path for Android See merge request core-developers/forge!6371
This commit is contained in:
@@ -339,7 +339,7 @@ public class Forge implements ApplicationListener {
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protected void afterDbLoaded() {
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protected void afterDbLoaded() {
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//init here to fix crash if the assets are missing
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//init here to fix crash if the assets are missing
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transitionTexture = new Texture(Gdx.files.classpath("fallback_skin").child("transition.png"));
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transitionTexture = new Texture(GuiBase.isAndroid() ? Gdx.files.internal("fallback_skin").child("transition.png") : Gdx.files.classpath("fallback_skin").child("transition.png"));
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destroyThis = false; //Allow back()
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destroyThis = false; //Allow back()
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@@ -108,7 +108,7 @@ public class FSkin {
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{
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{
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if (!dir.exists() || !dir.isDirectory()) {
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if (!dir.exists() || !dir.isDirectory()) {
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//if skins directory doesn't exist, point to internal assets/skin directory instead for the sake of the splash screen
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//if skins directory doesn't exist, point to internal assets/skin directory instead for the sake of the splash screen
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preferredDir = Gdx.files.classpath("fallback_skin");
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preferredDir = GuiBase.isAndroid() ? Gdx.files.internal("fallback_skin") : Gdx.files.classpath("fallback_skin");
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}
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}
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else {
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else {
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if (splashScreen != null) {
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if (splashScreen != null) {
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@@ -97,7 +97,9 @@ public class SplashScreen extends FContainer {
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private float progress = 0;
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private float progress = 0;
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private boolean finished, openAdventure;
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private boolean finished, openAdventure;
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//for transition image only...
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//for transition image only...
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TextureRegion transition_bg = new TextureRegion(new Texture(Gdx.files.classpath("fallback_skin").child("title_bg_lq.png")));
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TextureRegion transition_bg = new TextureRegion(new Texture(GuiBase.isAndroid()
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? Gdx.files.internal("fallback_skin").child("title_bg_lq.png")
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: Gdx.files.classpath("fallback_skin").child("title_bg_lq.png")));
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public void drawBackground(Graphics g) {
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public void drawBackground(Graphics g) {
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float percentage = progress / DURATION;
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float percentage = progress / DURATION;
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