games.rednblack.editor.renderer.utils.H2DSkinLoader Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of runtime-libgdx Show documentation
Show all versions of runtime-libgdx Show documentation
HyperLap2D libGDX runtime to render exported scenes
The newest version!
package games.rednblack.editor.renderer.utils;
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.AssetLoader;
import com.badlogic.gdx.assets.loaders.AsynchronousAssetLoader;
import com.badlogic.gdx.assets.loaders.FileHandleResolver;
import com.badlogic.gdx.assets.loaders.SkinLoader;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.ObjectMap;
import com.badlogic.gdx.utils.ObjectMap.Entry;
/** {@link AssetLoader} for {@link Skin} instances. All {@link Texture} and {@link BitmapFont} instances will be loaded as
* dependencies. Passing a {@link SkinLoader.SkinParameter} allows the exact name of the texture associated with the skin to be specified.
* Otherwise the skin texture is looked up just as with a call to {@link Skin#Skin(FileHandle)}. A
* {@link SkinLoader.SkinParameter} also allows named resources to be set that will be added to the skin before loading the json file,
* meaning that they can be referenced from inside the json file itself. This is useful for dynamic resources such as a BitmapFont
* generated through FreeTypeFontGenerator.
* @author Nathan Sweet */
public class H2DSkinLoader extends AsynchronousAssetLoader {
public H2DSkinLoader (FileHandleResolver resolver) {
super(resolver);
}
@Override
public Array getDependencies (String fileName, FileHandle file, SkinLoader.SkinParameter parameter) {
Array deps = new Array();
if (parameter == null || parameter.textureAtlasPath == null)
deps.add(new AssetDescriptor(file.pathWithoutExtension() + ".atlas", TextureAtlas.class));
else if (parameter.textureAtlasPath != null) deps.add(new AssetDescriptor(parameter.textureAtlasPath, TextureAtlas.class));
return deps;
}
@Override
public void loadAsync (AssetManager manager, String fileName, FileHandle file, SkinLoader.SkinParameter parameter) {
}
@Override
public Skin loadSync (AssetManager manager, String fileName, FileHandle file, SkinLoader.SkinParameter parameter) {
String textureAtlasPath = file.pathWithoutExtension() + ".atlas";
ObjectMap resources = null;
if (parameter != null) {
if (parameter.textureAtlasPath != null) {
textureAtlasPath = parameter.textureAtlasPath;
}
if (parameter.resources != null) {
resources = parameter.resources;
}
}
TextureAtlas atlas = manager.get(textureAtlasPath, TextureAtlas.class);
Skin skin = newSkin(atlas);
if (resources != null) {
for (Entry entry : resources.entries()) {
if (entry.value instanceof BitmapFont) {
skin.add(entry.key, entry.value, BitmapFont.class);
} else {
skin.add(entry.key, entry.value);
}
}
}
skin.load(file);
return skin;
}
/** Override to allow subclasses of Skin to be loaded or the skin instance to be configured.
* @param atlas The TextureAtlas that the skin will use.
* @return A new Skin (or subclass of Skin) instance based on the provided TextureAtlas. */
protected Skin newSkin (TextureAtlas atlas) {
return new Skin(atlas);
}
}