Fix compile issues with upgrade to libgdx 1.2.0

This commit is contained in:
drdev
2014-06-22 21:50:29 +00:00
parent 4f4118daf4
commit 8bcee9762d
4 changed files with 31 additions and 31 deletions

View File

@@ -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);
}));
}
}

View File

@@ -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);
}
}

View File

@@ -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();

View File

@@ -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);
}
}