diff --git a/forge-gui-android/src/forge/app/Main.java b/forge-gui-android/src/forge/app/Main.java index 66a18411e3e..8dd7606b4d7 100644 --- a/forge-gui-android/src/forge/app/Main.java +++ b/forge-gui-android/src/forge/app/Main.java @@ -41,6 +41,6 @@ public class Main extends AndroidApplication { //ensure process doesn't stick around after exiting android.os.Process.killProcess(android.os.Process.myPid()); } - }), true); + })); } } diff --git a/forge-gui-mobile-dev/src/forge/app/Main.java b/forge-gui-mobile-dev/src/forge/app/Main.java index 569663caac1..7f4d00cbe5a 100644 --- a/forge-gui-mobile-dev/src/forge/app/Main.java +++ b/forge-gui-mobile-dev/src/forge/app/Main.java @@ -9,6 +9,6 @@ import forge.util.Utils; public class Main { public static void main(String[] args) { new LwjglApplication(Forge.getApp(new LwjglClipboard(), "../forge-gui/", null), - "Forge", (int)Utils.BASE_WIDTH, (int)Utils.BASE_HEIGHT, true); + "Forge", (int)Utils.BASE_WIDTH, (int)Utils.BASE_HEIGHT); } } diff --git a/forge-gui-mobile/src/forge/Forge.java b/forge-gui-mobile/src/forge/Forge.java index 417b31cc595..288c2f145a6 100644 --- a/forge-gui-mobile/src/forge/Forge.java +++ b/forge-gui-mobile/src/forge/Forge.java @@ -64,8 +64,6 @@ public class Forge implements ApplicationListener { //install our error handler ExceptionHandler.registerErrorHandling(); - Texture.setEnforcePotImages(false); //ensure image dimensions don't have to be powers of 2 - graphics = new Graphics(); splashScreen = new SplashScreen(); diff --git a/forge-gui-mobile/src/forge/Graphics.java b/forge-gui-mobile/src/forge/Graphics.java index eb43eae1773..c76d39d9ba3 100644 --- a/forge-gui-mobile/src/forge/Graphics.java +++ b/forge-gui-mobile/src/forge/Graphics.java @@ -2,7 +2,6 @@ package forge; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Color; -import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; @@ -22,6 +21,9 @@ import forge.toolbox.FDisplayObject; import forge.util.Utils; public class Graphics { + private static final int GL_BLEND = GL20.GL_BLEND; + private static final int GL_LINE_SMOOTH = 2848; //create constant here since not in GL20 + private final SpriteBatch batch = new SpriteBatch(); private final ShapeRenderer shapeRenderer = new ShapeRenderer(); private float regionHeight; @@ -105,10 +107,10 @@ public class Graphics { } boolean needSmoothing = (x1 != x2 && y1 != y2); if (color.a < 1 || needSmoothing) { //enable blending so alpha colored shapes work properly - Gdx.gl.glEnable(GL20.GL_BLEND); + Gdx.gl.glEnable(GL_BLEND); } if (needSmoothing) { - Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH); + Gdx.gl.glEnable(GL_LINE_SMOOTH); } startShape(ShapeType.Line); @@ -117,10 +119,10 @@ public class Graphics { endShape(); if (needSmoothing) { - Gdx.gl.glDisable(GL10.GL_LINE_SMOOTH); + Gdx.gl.glDisable(GL_LINE_SMOOTH); } if (color.a < 1 || needSmoothing) { - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_BLEND); } if (thickness > 1) { Gdx.gl.glLineWidth(1); @@ -142,10 +144,10 @@ public class Graphics { color = FSkinColor.alphaColor(color, color.a * alphaComposite); } if (color.a < 1 || cornerRadius > 0) { //enable blending so alpha colored shapes work properly - Gdx.gl.glEnable(GL20.GL_BLEND); + Gdx.gl.glEnable(GL_BLEND); } if (cornerRadius > 0) { - Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH); + Gdx.gl.glEnable(GL_LINE_SMOOTH); } //adjust width/height so rectangle covers equivalent filled area @@ -168,10 +170,10 @@ public class Graphics { endShape(); if (cornerRadius > 0) { - Gdx.gl.glDisable(GL10.GL_LINE_SMOOTH); + Gdx.gl.glDisable(GL_LINE_SMOOTH); } if (color.a < 1 || cornerRadius > 0) { - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_BLEND); } if (thickness > 1) { Gdx.gl.glLineWidth(1); @@ -192,16 +194,16 @@ public class Graphics { if (alphaComposite < 1) { color = FSkinColor.alphaColor(color, color.a * alphaComposite); } - Gdx.gl.glEnable(GL20.GL_BLEND); - Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH); //must be smooth to ensure edges aren't missed + Gdx.gl.glEnable(GL_BLEND); + Gdx.gl.glEnable(GL_LINE_SMOOTH); //must be smooth to ensure edges aren't missed startShape(ShapeType.Line); shapeRenderer.setColor(color); shapeRenderer.rect(adjustX(x), adjustY(y, h), w, h); endShape(); - Gdx.gl.glDisable(GL10.GL_LINE_SMOOTH); - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_LINE_SMOOTH); + Gdx.gl.glDisable(GL_BLEND); if (thickness > 1) { Gdx.gl.glLineWidth(1); } @@ -219,7 +221,7 @@ public class Graphics { color = FSkinColor.alphaColor(color, color.a * alphaComposite); } if (color.a < 1) { //enable blending so alpha colored shapes work properly - Gdx.gl.glEnable(GL20.GL_BLEND); + Gdx.gl.glEnable(GL_BLEND); } startShape(ShapeType.Filled); @@ -228,7 +230,7 @@ public class Graphics { endShape(); if (color.a < 1) { - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_BLEND); } batch.begin(); @@ -246,16 +248,16 @@ public class Graphics { if (alphaComposite < 1) { color = FSkinColor.alphaColor(color, color.a * alphaComposite); } - Gdx.gl.glEnable(GL20.GL_BLEND); - Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH); + Gdx.gl.glEnable(GL_BLEND); + Gdx.gl.glEnable(GL_LINE_SMOOTH); startShape(ShapeType.Line); shapeRenderer.setColor(color); shapeRenderer.circle(adjustX(x), adjustY(y, 0), radius); endShape(); - Gdx.gl.glDisable(GL10.GL_LINE_SMOOTH); - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_LINE_SMOOTH); + Gdx.gl.glDisable(GL_BLEND); if (thickness > 1) { Gdx.gl.glLineWidth(1); } @@ -273,7 +275,7 @@ public class Graphics { color = FSkinColor.alphaColor(color, color.a * alphaComposite); } if (color.a < 1) { //enable blending so alpha colored shapes work properly - Gdx.gl.glEnable(GL20.GL_BLEND); + Gdx.gl.glEnable(GL_BLEND); } startShape(ShapeType.Filled); @@ -282,7 +284,7 @@ public class Graphics { endShape(); if (color.a < 1) { - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_BLEND); } batch.begin(); @@ -298,7 +300,7 @@ public class Graphics { color = FSkinColor.alphaColor(color, color.a * alphaComposite); } if (color.a < 1) { //enable blending so alpha colored shapes work properly - Gdx.gl.glEnable(GL20.GL_BLEND); + Gdx.gl.glEnable(GL_BLEND); } startShape(ShapeType.Filled); @@ -307,7 +309,7 @@ public class Graphics { endShape(); if (color.a < 1) { - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_BLEND); } batch.begin(); @@ -331,7 +333,7 @@ public class Graphics { } boolean needBlending = (color1.a < 1 || color2.a < 1); if (needBlending) { //enable blending so alpha colored shapes work properly - Gdx.gl.glEnable(GL20.GL_BLEND); + Gdx.gl.glEnable(GL_BLEND); } Color topLeftColor = color1; @@ -344,7 +346,7 @@ public class Graphics { endShape(); if (needBlending) { - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_BLEND); } batch.begin(); @@ -430,7 +432,7 @@ public class Graphics { color = FSkinColor.alphaColor(color, color.a * alphaComposite); } if (color.a < 1) { //enable blending so alpha colored shapes work properly - Gdx.gl.glEnable(GL20.GL_BLEND); + Gdx.gl.glEnable(GL_BLEND); } TextBounds textBounds; @@ -475,7 +477,7 @@ public class Graphics { } if (color.a < 1) { - Gdx.gl.glDisable(GL20.GL_BLEND); + Gdx.gl.glDisable(GL_BLEND); } }