mirror of
https://github.com/Card-Forge/forge.git
synced 2025-11-15 18:28:00 +00:00
Fix compile issues with upgrade to libgdx 1.2.0
This commit is contained in:
@@ -41,6 +41,6 @@ public class Main extends AndroidApplication {
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//ensure process doesn't stick around after exiting
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android.os.Process.killProcess(android.os.Process.myPid());
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}
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}), true);
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}));
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}
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}
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@@ -9,6 +9,6 @@ import forge.util.Utils;
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public class Main {
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public static void main(String[] args) {
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new LwjglApplication(Forge.getApp(new LwjglClipboard(), "../forge-gui/", null),
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"Forge", (int)Utils.BASE_WIDTH, (int)Utils.BASE_HEIGHT, true);
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"Forge", (int)Utils.BASE_WIDTH, (int)Utils.BASE_HEIGHT);
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}
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}
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@@ -64,8 +64,6 @@ public class Forge implements ApplicationListener {
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//install our error handler
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ExceptionHandler.registerErrorHandling();
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Texture.setEnforcePotImages(false); //ensure image dimensions don't have to be powers of 2
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graphics = new Graphics();
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splashScreen = new SplashScreen();
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@@ -2,7 +2,6 @@ package forge;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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@@ -22,6 +21,9 @@ import forge.toolbox.FDisplayObject;
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import forge.util.Utils;
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public class Graphics {
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private static final int GL_BLEND = GL20.GL_BLEND;
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private static final int GL_LINE_SMOOTH = 2848; //create constant here since not in GL20
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private final SpriteBatch batch = new SpriteBatch();
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private final ShapeRenderer shapeRenderer = new ShapeRenderer();
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private float regionHeight;
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@@ -105,10 +107,10 @@ public class Graphics {
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}
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boolean needSmoothing = (x1 != x2 && y1 != y2);
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if (color.a < 1 || needSmoothing) { //enable blending so alpha colored shapes work properly
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL_BLEND);
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}
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if (needSmoothing) {
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Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH);
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Gdx.gl.glEnable(GL_LINE_SMOOTH);
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}
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startShape(ShapeType.Line);
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@@ -117,10 +119,10 @@ public class Graphics {
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endShape();
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if (needSmoothing) {
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Gdx.gl.glDisable(GL10.GL_LINE_SMOOTH);
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Gdx.gl.glDisable(GL_LINE_SMOOTH);
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}
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if (color.a < 1 || needSmoothing) {
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_BLEND);
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}
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if (thickness > 1) {
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Gdx.gl.glLineWidth(1);
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@@ -142,10 +144,10 @@ public class Graphics {
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color = FSkinColor.alphaColor(color, color.a * alphaComposite);
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}
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if (color.a < 1 || cornerRadius > 0) { //enable blending so alpha colored shapes work properly
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL_BLEND);
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}
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if (cornerRadius > 0) {
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Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH);
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Gdx.gl.glEnable(GL_LINE_SMOOTH);
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}
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//adjust width/height so rectangle covers equivalent filled area
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@@ -168,10 +170,10 @@ public class Graphics {
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endShape();
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if (cornerRadius > 0) {
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Gdx.gl.glDisable(GL10.GL_LINE_SMOOTH);
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Gdx.gl.glDisable(GL_LINE_SMOOTH);
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}
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if (color.a < 1 || cornerRadius > 0) {
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_BLEND);
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}
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if (thickness > 1) {
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Gdx.gl.glLineWidth(1);
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@@ -192,16 +194,16 @@ public class Graphics {
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if (alphaComposite < 1) {
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color = FSkinColor.alphaColor(color, color.a * alphaComposite);
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}
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH); //must be smooth to ensure edges aren't missed
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Gdx.gl.glEnable(GL_BLEND);
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Gdx.gl.glEnable(GL_LINE_SMOOTH); //must be smooth to ensure edges aren't missed
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startShape(ShapeType.Line);
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shapeRenderer.setColor(color);
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shapeRenderer.rect(adjustX(x), adjustY(y, h), w, h);
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endShape();
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Gdx.gl.glDisable(GL10.GL_LINE_SMOOTH);
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_LINE_SMOOTH);
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Gdx.gl.glDisable(GL_BLEND);
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if (thickness > 1) {
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Gdx.gl.glLineWidth(1);
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}
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@@ -219,7 +221,7 @@ public class Graphics {
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color = FSkinColor.alphaColor(color, color.a * alphaComposite);
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}
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if (color.a < 1) { //enable blending so alpha colored shapes work properly
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL_BLEND);
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}
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startShape(ShapeType.Filled);
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@@ -228,7 +230,7 @@ public class Graphics {
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endShape();
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if (color.a < 1) {
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_BLEND);
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}
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batch.begin();
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@@ -246,16 +248,16 @@ public class Graphics {
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if (alphaComposite < 1) {
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color = FSkinColor.alphaColor(color, color.a * alphaComposite);
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}
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH);
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Gdx.gl.glEnable(GL_BLEND);
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Gdx.gl.glEnable(GL_LINE_SMOOTH);
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startShape(ShapeType.Line);
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shapeRenderer.setColor(color);
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shapeRenderer.circle(adjustX(x), adjustY(y, 0), radius);
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endShape();
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Gdx.gl.glDisable(GL10.GL_LINE_SMOOTH);
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_LINE_SMOOTH);
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Gdx.gl.glDisable(GL_BLEND);
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if (thickness > 1) {
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Gdx.gl.glLineWidth(1);
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}
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@@ -273,7 +275,7 @@ public class Graphics {
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color = FSkinColor.alphaColor(color, color.a * alphaComposite);
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}
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if (color.a < 1) { //enable blending so alpha colored shapes work properly
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL_BLEND);
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}
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startShape(ShapeType.Filled);
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@@ -282,7 +284,7 @@ public class Graphics {
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endShape();
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if (color.a < 1) {
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_BLEND);
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}
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batch.begin();
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@@ -298,7 +300,7 @@ public class Graphics {
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color = FSkinColor.alphaColor(color, color.a * alphaComposite);
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}
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if (color.a < 1) { //enable blending so alpha colored shapes work properly
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL_BLEND);
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}
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startShape(ShapeType.Filled);
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@@ -307,7 +309,7 @@ public class Graphics {
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endShape();
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if (color.a < 1) {
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_BLEND);
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}
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batch.begin();
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@@ -331,7 +333,7 @@ public class Graphics {
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}
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boolean needBlending = (color1.a < 1 || color2.a < 1);
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if (needBlending) { //enable blending so alpha colored shapes work properly
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL_BLEND);
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}
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Color topLeftColor = color1;
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@@ -344,7 +346,7 @@ public class Graphics {
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endShape();
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if (needBlending) {
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_BLEND);
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}
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batch.begin();
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@@ -430,7 +432,7 @@ public class Graphics {
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color = FSkinColor.alphaColor(color, color.a * alphaComposite);
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}
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if (color.a < 1) { //enable blending so alpha colored shapes work properly
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glEnable(GL_BLEND);
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}
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TextBounds textBounds;
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@@ -475,7 +477,7 @@ public class Graphics {
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}
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if (color.a < 1) {
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Gdx.gl.glDisable(GL20.GL_BLEND);
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Gdx.gl.glDisable(GL_BLEND);
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}
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}
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