# Uses of Class org.newdawn.slick.SlickException (Slick - The 2D Library)
Date: 2013-06-03

## Uses of Class
org.newdawn.slick.SlickException

Packages that use SlickException
org.newdawn.slick
org.newdawn.slick.font
org.newdawn.slick.gui: Some extremely simple GUI elements which should be used where a game does not require a full GUI
org.newdawn.slick.imageout: Supports saving of slick images to various file types.
org.newdawn.slick.opengl: This package contains the nitty gritty image manipulation code for using OpenGL with standard image formats.
org.newdawn.slick.opengl.pbuffer
org.newdawn.slick.particles: The particle engine maintains a set of small sprites being controlled by emitters to give some special effect.
org.newdawn.slick.state: State based games allow the game to be broken down into the different activities the player may take part in, for instance menu, highscores, play and credits.
org.newdawn.slick.state.transition
org.newdawn.slick.svg: Demo/Test SVG area.
org.newdawn.slick.tests: Tests for the facilities provided by the library.
org.newdawn.slick.tests.states: States for the StateBasedGameTest
org.newdawn.slick.tests.xml: Tests for the XML Parser and Object Tree Parser
org.newdawn.slick.tiled: Contains utilities for working with the TilED (http://www.mapeditor.org) utility for creating tiled maps.
org.newdawn.slick.util.xml: Some utilities for reading XML using Java DOM and for mapping XML onto existing data models

Uses of SlickException in org.newdawn.slick

Methods in org.newdawn.slick that throw SlickException
`void` `Image.destroy()` Destroy the image and release any native resources.
`void` `BigImage.destroy()` Destroy the image and release any native resources.
`static void` `GameContainer.enableSharedContext()` Enable shared OpenGL context.
`protected void` `AppGameContainer.gameLoop()` Strategy for overloading game loop context handling
`Graphics` `Image.getGraphics()` Get a graphics context that can be used to draw to this image
`Graphics` `BigImage.getGraphics()` Not supported in BigImage
`void` `ScalableGame.init(GameContainer container)`
`void` `Game.init(GameContainer container)` Initialise the game.
`abstract void` `BasicGame.init(GameContainer container)`
`void` `AppletGameContainer.Container.initApplet()` Initiliase based on Applet init
`void` `Input.initControllers()` Initialise the controllers system
`protected void` `GameContainer.initSystem()` Initialise the system components, OpenGL and OpenAL.
`boolean` `UnicodeFont.loadGlyphs()` Loads all queued glyphs to the backing textures.
`boolean` `UnicodeFont.loadGlyphs(int maxGlyphsToLoad)` Loads up to the specified number of queued glyphs to the backing textures.
`void` `ScalableGame.recalculateScale()` Recalculate the scale of the game
`void` `GameContainer.reinit()` Renitialise the game and the context in which it's being rendered
`void` `AppGameContainer.reinit()`
`void` `ScalableGame.render(GameContainer container, Graphics g)`
`void` `Game.render(GameContainer container, Graphics g)` Render the game's screen here.
`void` `GameContainer.setAnimatedMouseCursor(java.lang.String ref, int x, int y, int width, int height, int[] cursorDelays)` Get a cursor based on a image reference on the classpath.
`void` `AppGameContainer.setDisplayMode(int width, int height, boolean fullscreen)` Set the display mode to be used
`void` `GameContainer.setFullscreen(boolean fullscreen)` Indicate whether we want to be in fullscreen mode.
`void` `AppletGameContainer.Container.setFullscreen(boolean fullscreen)`
`void` `AppGameContainer.setFullscreen(boolean fullscreen)` Indicate whether we want to be in fullscreen mode.
`abstract void` `GameContainer.setIcon(java.lang.String ref)` Set the icon to be displayed if possible in this type of container
`void` `AppletGameContainer.Container.setIcon(java.lang.String ref)`
`void` `AppGameContainer.setIcon(java.lang.String ref)`
`abstract void` `GameContainer.setIcons(java.lang.String[] refs)` Set the icons to be used for this application.
`void` `AppletGameContainer.Container.setIcons(java.lang.String[] refs)`
`void` `AppGameContainer.setIcons(java.lang.String[] refs)`
`abstract void` `GameContainer.setMouseCursor(org.lwjgl.input.Cursor cursor, int hotSpotX, int hotSpotY)` Set the mouse cursor to be displayed - this is a hardware cursor and hence shouldn't have any impact on FPS.
`void` `AppletGameContainer.Container.setMouseCursor(org.lwjgl.input.Cursor cursor, int hotSpotX, int hotSpotY)`
`void` `AppGameContainer.setMouseCursor(org.lwjgl.input.Cursor cursor, int hotSpotX, int hotSpotY)`
`abstract void` `GameContainer.setMouseCursor(ImageData data, int hotSpotX, int hotSpotY)` Set the mouse cursor to be displayed - this is a hardware cursor and hence shouldn't have any impact on FPS.
`void` `AppletGameContainer.Container.setMouseCursor(ImageData data, int hotSpotX, int hotSpotY)`
`void` `AppGameContainer.setMouseCursor(ImageData data, int hotSpotX, int hotSpotY)`
`abstract void` `GameContainer.setMouseCursor(Image image, int hotSpotX, int hotSpotY)` Set the mouse cursor based on the contents of the image.
`void` `AppletGameContainer.Container.setMouseCursor(Image image, int hotSpotX, int hotSpotY)` Set the mouse cursor based on the contents of the image.
`void` `AppGameContainer.setMouseCursor(Image image, int hotSpotX, int hotSpotY)`
`abstract void` `GameContainer.setMouseCursor(java.lang.String ref, int hotSpotX, int hotSpotY)` Set the mouse cursor to be displayed - this is a hardware cursor and hence shouldn't have any impact on FPS.
`void` `AppletGameContainer.Container.setMouseCursor(java.lang.String ref, int hotSpotX, int hotSpotY)`
`void` `AppGameContainer.setMouseCursor(java.lang.String ref, int hotSpotX, int hotSpotY)`
`protected void` `AppGameContainer.setup()` Setup the environment
`void` `CanvasGameContainer.start()` Start the game container rendering
`void` `AppGameContainer.start()` Start running the game
`void` `ScalableGame.update(GameContainer container, int delta)`
`void` `Game.update(GameContainer container, int delta)` Update the game logic here.
`abstract void` `BasicGame.update(GameContainer container, int delta)`
`protected void` `GameContainer.updateAndRender(int delta)` Update and render the game

Constructors in org.newdawn.slick that throw SlickException
`AngelCodeFont(java.lang.String fntFile, Image image)` Create a new font based on a font definition from AngelCode's tool and the font image generated from the tool.
`AngelCodeFont(java.lang.String fntFile, Image image, boolean caching)` Create a new font based on a font definition from AngelCode's tool and the font image generated from the tool.
`AngelCodeFont(java.lang.String name, java.io.InputStream fntFile, java.io.InputStream imgFile)` Create a new font based on a font definition from AngelCode's tool and the font image generated from the tool.
`AngelCodeFont(java.lang.String name, java.io.InputStream fntFile, java.io.InputStream imgFile, boolean caching)` Create a new font based on a font definition from AngelCode's tool and the font image generated from the tool.
`AngelCodeFont(java.lang.String fntFile, java.lang.String imgFile)` Create a new font based on a font definition from AngelCode's tool and the font image generated from the tool.
`AngelCodeFont(java.lang.String fntFile, java.lang.String imgFile, boolean caching)` Create a new font based on a font definition from AngelCode's tool and the font image generated from the tool.
`AppGameContainer(Game game)` Create a new container wrapping a game
`AppGameContainer(Game game, int width, int height, boolean fullscreen)` Create a new container wrapping a game
`BigImage(java.lang.String ref)` Create a new big image by loading it from the specified reference
`BigImage(java.lang.String ref, int filter)` Create a new big image by loading it from the specified reference
`BigImage(java.lang.String ref, int filter, int tileSize)` Create a new big image by loading it from the specified reference
`CanvasGameContainer(Game game)` Create a new panel
`CanvasGameContainer(Game game, boolean shared)` Create a new panel
`Image(java.io.InputStream in, java.lang.String ref, boolean flipped)` Create an image based on a file at the specified location
`Image(java.io.InputStream in, java.lang.String ref, boolean flipped, int filter)` Create an image based on a file at the specified location
`Image(int width, int height)` Create an empty image
`Image(int width, int height, int f)` Create an empty image
`Image(java.lang.String ref)` Create an image based on a file at the specified location
`Image(java.lang.String ref, boolean flipped)` Create an image based on a file at the specified location
`Image(java.lang.String ref, boolean flipped, int filter)` Create an image based on a file at the specified location
`Image(java.lang.String ref, boolean flipped, int f, Color transparent)` Create an image based on a file at the specified location
`Image(java.lang.String ref, Color trans)` Create an image based on a file at the specified location
`Music(java.io.InputStream in, java.lang.String ref)` Create and load a piece of music (either OGG or MOD/XM)
`Music(java.lang.String ref)` Create and load a piece of music (either OGG or MOD/XM)
`Music(java.lang.String ref, boolean streamingHint)` Create and load a piece of music (either OGG or MOD/XM)
`Music(java.net.URL ref)` Create and load a piece of music (either OGG or MOD/XM)
`Music(java.net.URL url, boolean streamingHint)` Create and load a piece of music (either OGG or MOD/XM)
`PackedSpriteSheet(java.lang.String def)` Create a new packed sprite sheet based on a ImagePacker definition file
`PackedSpriteSheet(java.lang.String def, Color trans)` Create a new packed sprite sheet based on a ImagePacker definition file
`PackedSpriteSheet(java.lang.String def, int filter)` Create a new packed sprite sheet based on a ImagePacker definition file
`PackedSpriteSheet(java.lang.String def, int filter, Color trans)` Create a new packed sprite sheet based on a ImagePacker definition file
`SavedState(java.lang.String fileName)` Create and Test to see if the app is running as webstart or local app and select the appropriate muffin type
`Sound(java.io.InputStream in, java.lang.String ref)` Create a new Sound
`Sound(java.lang.String ref)` Create a new Sound
`Sound(java.net.URL url)` Create a new Sound
`SpriteSheet(java.lang.String name, java.io.InputStream ref, int tw, int th)` Create a new sprite sheet based on a image location
`SpriteSheet(java.lang.String ref, int tw, int th)` Create a new sprite sheet based on a image location
`SpriteSheet(java.lang.String ref, int tw, int th, Color col)` Create a new sprite sheet based on a image location
`SpriteSheet(java.lang.String ref, int tw, int th, Color col, int spacing)` Create a new sprite sheet based on a image location
`SpriteSheet(java.lang.String ref, int tw, int th, int spacing)` Create a new sprite sheet based on a image location
`SpriteSheet(java.net.URL ref, int tw, int th)` Create a new sprite sheet based on a image location
`UnicodeFont(java.awt.Font font, java.lang.String hieroFileRef)` Creates a new UnicodeFont.
`UnicodeFont(java.lang.String ttfFileRef, HieroSettings settings)` Create a new unicode font based on a TTF file and a set of heiro configuration
`UnicodeFont(java.lang.String ttfFileRef, int size, boolean bold, boolean italic)` Create a new unicode font based on a TTF file alone
`UnicodeFont(java.lang.String ttfFileRef, java.lang.String hieroFileRef)` Create a new unicode font based on a TTF file
`XMLPackedSheet(java.lang.String imageRef, java.lang.String xmlRef)` Create a new XML packed sheet from the XML output by the slick tool

Uses of SlickException in org.newdawn.slick.font

Methods in org.newdawn.slick.font that throw SlickException
`int` `GlyphPage.loadGlyphs(java.util.List glyphs, int maxGlyphsToLoad)` Loads glyphs to the backing texture and sets the image on each loaded glyph.

Constructors in org.newdawn.slick.font that throw SlickException
`GlyphPage(UnicodeFont unicodeFont, int pageWidth, int pageHeight)` Create a new page of glyphs
`HieroSettings(java.io.InputStream in)` Create a new set of configuration from a file
`HieroSettings(java.lang.String hieroFileRef)` Create a new set of configuration from a file

Uses of SlickException in org.newdawn.slick.gui

Methods in org.newdawn.slick.gui that throw SlickException
`void` `BasicComponent.render(GUIContext container, Graphics g)` Deprecated.
`abstract void` `AbstractComponent.render(GUIContext container, Graphics g)` Render this component to the screen
`void` `GUIContext.setMouseCursor(org.lwjgl.input.Cursor cursor, int hotSpotX, int hotSpotY)` Set the mouse cursor to be displayed - this is a hardware cursor and hence shouldn't have any impact on FPS.
`void` `GUIContext.setMouseCursor(ImageData data, int hotSpotX, int hotSpotY)` Set the mouse cursor to be displayed - this is a hardware cursor and hence shouldn't have any impact on FPS.
`void` `GUIContext.setMouseCursor(java.lang.String ref, int hotSpotX, int hotSpotY)` Set the mouse cursor to be displayed - this is a hardware cursor and hence shouldn't have any impact on FPS.

Uses of SlickException in org.newdawn.slick.imageout

Methods in org.newdawn.slick.imageout that throw SlickException
`static ImageWriter` `ImageWriterFactory.getWriterForFormat(java.lang.String format)` Get a Slick image writer for the given format
`static void` `ImageOut.write(Image image, java.lang.String dest)` Write an image out to a file on the local file system.
`static void` `ImageOut.write(Image image, java.lang.String dest, boolean writeAlpha)` Write an image out to a file on the local file system.
`static void` `ImageOut.write(Image image, java.lang.String format, java.io.OutputStream out)` Write an image out to a specified output stream
`static void` `ImageOut.write(Image image, java.lang.String format, java.io.OutputStream out, boolean writeAlpha)` Write an image out to a specified output stream
`static void` `ImageOut.write(Image image, java.lang.String format, java.lang.String dest)` Write an image out to a file on the local file system.
`static void` `ImageOut.write(Image image, java.lang.String format, java.lang.String dest, boolean writeAlpha)` Write an image out to a file on the local file system.

Uses of SlickException in org.newdawn.slick.opengl

Methods in org.newdawn.slick.opengl that throw SlickException
`void` `SlickCallable.call()` Cause this callable to perform it's GL operations (@see performGLOperations()).
`protected abstract void` `SlickCallable.performGLOperations()` Perform the GL operations that this callable is intended to.

Uses of SlickException in org.newdawn.slick.opengl.pbuffer

Methods in org.newdawn.slick.opengl.pbuffer that throw SlickException
`static Graphics` `GraphicsFactory.getGraphicsForImage(Image image)` Get a graphics context for a particular image
`static void` `GraphicsFactory.releaseGraphicsForImage(Image image)` Release any graphics context that is assocaited with the given image

Constructors in org.newdawn.slick.opengl.pbuffer that throw SlickException
`FBOGraphics(Image image)` Create a new graphics context around an FBO
`PBufferGraphics(Image image)` Create a new graphics context around a pbuffer
`PBufferUniqueGraphics(Image image)` Create a new graphics context around a pbuffer

Uses of SlickException in org.newdawn.slick.particles

Methods in org.newdawn.slick.particles that throw SlickException
`ParticleSystem` `ParticleSystem.duplicate()` Create a duplicate of this system.

Uses of SlickException in org.newdawn.slick.state

Methods in org.newdawn.slick.state that throw SlickException
`void` `GameState.enter(GameContainer container, StateBasedGame game)` Notification that we've entered this game state
`void` `BasicGameState.enter(GameContainer container, StateBasedGame game)`
`void` `StateBasedGame.init(GameContainer container)`
`void` `GameState.init(GameContainer container, StateBasedGame game)` Initialise the state.
`abstract void` `StateBasedGame.initStatesList(GameContainer container)` Initialise the list of states making up this game
`void` `GameState.leave(GameContainer container, StateBasedGame game)` Notification that we're leaving this game state
`void` `BasicGameState.leave(GameContainer container, StateBasedGame game)`
`protected void` `StateBasedGame.postRenderState(GameContainer container, Graphics g)` User hook for rendering at the game level after the current state and/or transition have been rendered
`protected void` `StateBasedGame.postUpdateState(GameContainer container, int delta)` User hook for rendering at the game level after the current state and/or transition have been updated
`protected void` `StateBasedGame.preRenderState(GameContainer container, Graphics g)` User hook for rendering at the before the current state and/or transition have been rendered
`protected void` `StateBasedGame.preUpdateState(GameContainer container, int delta)` User hook for updating at the game before the current state and/or transition have been updated
`void` `StateBasedGame.render(GameContainer container, Graphics g)`
`void` `GameState.render(GameContainer container, StateBasedGame game, Graphics g)` Render this state to the game's graphics context
`void` `StateBasedGame.update(GameContainer container, int delta)`
`void` `GameState.update(GameContainer container, StateBasedGame game, int delta)` Update the state's logic based on the amount of time thats passed

Uses of SlickException in org.newdawn.slick.state.transition

Methods in org.newdawn.slick.state.transition that throw SlickException
`void` `VerticalSplitTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `Transition.postRender(StateBasedGame game, GameContainer container, Graphics g)` Render the transition over the existing state rendering
`void` `SelectTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `RotateTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `HorizontalSplitTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `EmptyTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CrossStateTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CombinedTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `BlobbyTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CrossStateTransition.postRenderSecondState(StateBasedGame game, GameContainer container, Graphics g)` Notification that the transition is has just rendered the second state is the cross transition.
`void` `VerticalSplitTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `Transition.preRender(StateBasedGame game, GameContainer container, Graphics g)` Render the transition before the existing state rendering
`void` `SelectTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `RotateTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `HorizontalSplitTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `EmptyTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CrossStateTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CombinedTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `BlobbyTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CrossStateTransition.preRenderFirstState(StateBasedGame game, GameContainer container, Graphics g)` Notification that the transition is about to render the first state is the cross transition.
`void` `CrossStateTransition.preRenderSecondState(StateBasedGame game, GameContainer container, Graphics g)` Notification that the transition is about to render the second state is the cross transition.
`void` `VerticalSplitTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `Transition.update(StateBasedGame game, GameContainer container, int delta)` Update the transition.
`void` `SelectTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `RotateTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `HorizontalSplitTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `EmptyTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `CrossStateTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `CombinedTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `BlobbyTransition.update(StateBasedGame game, GameContainer container, int delta)`

Uses of SlickException in org.newdawn.slick.svg

Subclasses of SlickException in org.newdawn.slick.svg
`class` `ParsingException` Exception indicating a failure to parse XML, giving element information

Methods in org.newdawn.slick.svg that throw SlickException
`static Diagram` `InkscapeLoader.load(java.io.InputStream in, boolean offset)` Load a SVG document into a diagram
`static Diagram` `InkscapeLoader.load(java.lang.String ref)` Load a SVG document into a diagram
`static Diagram` `InkscapeLoader.load(java.lang.String ref, boolean offset)` Load a SVG document into a diagram

Uses of SlickException in org.newdawn.slick.tests

Methods in org.newdawn.slick.tests that throw SlickException
`void` `UnicodeFontTest.init(GameContainer container)`
`void` `TrueTypeFontPerformanceTest.init(GameContainer container)`
`void` `TransparentColorTest.init(GameContainer container)`
`void` `TransformTest2.init(GameContainer container)`
`void` `TransformTest.init(GameContainer container)`
`void` `TileMapTest.init(GameContainer container)`
`void` `TexturePaintTest.init(GameContainer container)`
`void` `TestBox.init(GameContainer c)`
`void` `SpriteSheetFontTest.init(GameContainer container)`
`void` `SoundURLTest.init(GameContainer container)`
`void` `SoundTest.init(GameContainer container)`
`void` `SoundPositionTest.init(GameContainer container)`
`void` `SlickCallableTest.init(GameContainer container)`
`void` `ShapeTest.init(GameContainer container)`
`void` `ScalableTest.init(GameContainer container)`
`void` `SavedStateTest.init(GameContainer container)`
`void` `PureFontTest.init(GameContainer container)`
`void` `PolygonTest.init(GameContainer container)`
`void` `PedigreeTest.init(GameContainer container)`
`void` `ParticleTest.init(GameContainer container)`
`void` `PackedSheetTest.init(GameContainer container)`
`void` `NavMeshTest.init(GameContainer container)` Initialise resources and the map data
`void` `MusicListenerTest.init(GameContainer container)`
`void` `MorphShapeTest.init(GameContainer container)`
`void` `MorphSVGTest.init(GameContainer container)`
`void` `LineRenderTest.init(GameContainer container)`
`void` `LameTest.init(GameContainer container)`
`void` `KeyRepeatTest.init(GameContainer container)`
`void` `IsoTiledTest.init(GameContainer container)`
`void` `InputTest.init(GameContainer container)`
`void` `InputProviderTest.init(GameContainer container)`
`void` `InkscapeTest.init(GameContainer container)`
`void` `ImageTest.init(GameContainer container)`
`void` `ImageReadTest.init(GameContainer container)`
`void` `ImageOutTest.init(GameContainer container)`
`void` `ImageMemTest.init(GameContainer container)`
`void` `ImageGraphicsTest.init(GameContainer container)`
`void` `ImageCornerTest.init(GameContainer container)`
`void` `ImageBufferTest.init(GameContainer container)`
`void` `ImageBufferEndianTest.init(GameContainer container)`
`void` `GraphicsTest.init(GameContainer container)`
`void` `GradientTest.init(GameContainer container)`
`void` `GradientImageTest.init(GameContainer container)`
`void` `GeomUtilTileTest.init(GameContainer container)`
`void` `GeomUtilTest.init(GameContainer container)`
`void` `GeomTest.init(GameContainer container)`
`void` `GeomAccuracyTest.init(GameContainer container)`
`void` `GUITest.init(GameContainer container)`
`void` `FontTest.init(GameContainer container)`
`void` `FontPerformanceTest.init(GameContainer container)`
`void` `FlashTest.init(GameContainer container)`
`void` `DuplicateEmitterTest.init(GameContainer container)` load ressources (the particle system) and create our duplicate emitters and place them nicely on the screen
`void` `DoubleClickTest.init(GameContainer container)`
`void` `DistanceFieldTest.init(GameContainer container)`
`void` `DeferredLoadingTest.init(GameContainer container)`
`void` `CurveTest.init(GameContainer container)`
`void` `CopyAreaAlphaTest.init(GameContainer container)`
`void` `ClipTest.init(GameContainer container)`
`void` `CanvasSizeTest.init(GameContainer container)`
`void` `CanvasContainerTest.init(GameContainer container)`
`void` `CachedRenderTest.init(GameContainer container)`
`void` `BigSpriteSheetTest.init(GameContainer container)`
`void` `BigImageTest.init(GameContainer container)`
`void` `AntiAliasTest.init(GameContainer container)`
`void` `AnimationTest.init(GameContainer container)`
`void` `AlphaMapTest.init(GameContainer container)`
`void` `TransitionTest.initStatesList(GameContainer container)`
`static void` `UnicodeFontTest.main(java.lang.String[] args)` Entry point to our simple test
`void` `TexturePaintTest.render(GameContainer container, Graphics g)`
`void` `TestBox.render(GameContainer container, Graphics g)`
`void` `SlickCallableTest.render(GameContainer container, Graphics g)`
`void` `ScalableTest.render(GameContainer container, Graphics g)`
`void` `PolygonTest.render(GameContainer container, Graphics g)`
`void` `NavMeshTest.render(GameContainer container, Graphics g)` Render the game - in this case render the map and diagnostic data
`void` `MusicListenerTest.render(GameContainer container, Graphics g)`
`void` `MorphShapeTest.render(GameContainer container, Graphics g)`
`void` `MorphSVGTest.render(GameContainer container, Graphics g)`
`void` `LineRenderTest.render(GameContainer container, Graphics g)`
`void` `LameTest.render(GameContainer container, Graphics g)`
`void` `IsoTiledTest.render(GameContainer container, Graphics g)`
`void` `InkscapeTest.render(GameContainer container, Graphics g)`
`void` `ImageGraphicsTest.render(GameContainer container, Graphics g)`
`void` `ImageBufferEndianTest.render(GameContainer container, Graphics g)`
`void` `GraphicsTest.render(GameContainer container, Graphics g)`
`void` `GeomUtilTileTest.render(GameContainer container, Graphics g)`
`void` `GeomUtilTest.render(GameContainer container, Graphics g)`
`void` `DuplicateEmitterTest.render(GameContainer container, Graphics g)`
`void` `DoubleClickTest.render(GameContainer container, Graphics g)`
`void` `DistanceFieldTest.render(GameContainer container, Graphics g)`
`void` `CurveTest.render(GameContainer container, Graphics g)`
`void` `CopyAreaAlphaTest.render(GameContainer container, Graphics g)`
`void` `ClipTest.render(GameContainer container, Graphics g)`
`void` `CanvasSizeTest.render(GameContainer container, Graphics g)`
`void` `CachedRenderTest.render(GameContainer container, Graphics g)`
`void` `AntiAliasTest.render(GameContainer container, Graphics g)`
`void` `AlphaMapTest.render(GameContainer container, Graphics g)`
`void` `UnicodeFontTest.update(GameContainer container, int delta)`
`void` `TrueTypeFontPerformanceTest.update(GameContainer container, int delta)`
`void` `TexturePaintTest.update(GameContainer container, int delta)`
`void` `TestBox.update(GameContainer container, int delta)`
`void` `SpriteSheetFontTest.update(GameContainer container, int delta)`
`void` `ScalableTest.update(GameContainer container, int delta)`
`void` `SavedStateTest.update(GameContainer container, int delta)`
`void` `PureFontTest.update(GameContainer container, int delta)`
`void` `PolygonTest.update(GameContainer container, int delta)`
`void` `NavMeshTest.update(GameContainer container, int delta)` Update data map etc
`void` `MusicListenerTest.update(GameContainer container, int delta)`
`void` `MorphShapeTest.update(GameContainer container, int delta)`
`void` `MorphSVGTest.update(GameContainer container, int delta)`
`void` `LineRenderTest.update(GameContainer container, int delta)`
`void` `LameTest.update(GameContainer container, int delta)`
`void` `IsoTiledTest.update(GameContainer container, int delta)`
`void` `InkscapeTest.update(GameContainer container, int delta)`
`void` `ImageOutTest.update(GameContainer container, int delta)`
`void` `ImageCornerTest.update(GameContainer container, int delta)`
`void` `ImageBufferEndianTest.update(GameContainer container, int delta)`
`void` `GeomUtilTileTest.update(GameContainer container, int delta)`
`void` `GeomUtilTest.update(GameContainer container, int delta)`
`void` `FontTest.update(GameContainer container, int delta)`
`void` `FontPerformanceTest.update(GameContainer container, int delta)`
`void` `DuplicateEmitterTest.update(GameContainer container, int delta)`
`void` `DoubleClickTest.update(GameContainer container, int delta)`
`void` `DistanceFieldTest.update(GameContainer container, int delta)`
`void` `DeferredLoadingTest.update(GameContainer container, int delta)`
`void` `CurveTest.update(GameContainer container, int delta)`
`void` `CopyAreaAlphaTest.update(GameContainer container, int delta)`
`void` `ClipTest.update(GameContainer container, int delta)`
`void` `CanvasSizeTest.update(GameContainer container, int delta)`
`void` `CachedRenderTest.update(GameContainer container, int delta)`
`void` `BigSpriteSheetTest.update(GameContainer container, int delta)`
`void` `BigImageTest.update(GameContainer container, int delta)`
`void` `AntiAliasTest.update(GameContainer container, int delta)`
`void` `AlphaMapTest.update(GameContainer container, int delta)`

Uses of SlickException in org.newdawn.slick.tests.states

Methods in org.newdawn.slick.tests.states that throw SlickException
`void` `TestState3.init(GameContainer container, StateBasedGame game)`
`void` `TestState2.init(GameContainer container, StateBasedGame game)`
`void` `TestState1.init(GameContainer container, StateBasedGame game)`

Uses of SlickException in org.newdawn.slick.tests.xml

Methods in org.newdawn.slick.tests.xml that throw SlickException
`static void` `XMLTest.main(java.lang.String[] argv)` Simple test for the XML parsing API

Uses of SlickException in org.newdawn.slick.tiled

Constructors in org.newdawn.slick.tiled that throw SlickException
`Layer(TiledMap map, org.w3c.dom.Element element)` Create a new layer based on the XML definition
`TiledMap.GroupObject(org.w3c.dom.Element element)` Create a new group based on the XML definition
`TiledMap.ObjectGroup(org.w3c.dom.Element element)` Create a new group based on the XML definition
`TiledMap(java.io.InputStream in)` Load a tile map from an arbitary input stream
`TiledMap(java.io.InputStream in, java.lang.String tileSetsLocation)` Load a tile map from an arbitary input stream
`TiledMap(java.lang.String ref)` Create a new tile map based on a given TMX file
`TiledMap(java.lang.String ref, boolean loadTileSets)` Create a new tile map based on a given TMX file
`TiledMap(java.lang.String ref, java.lang.String tileSetsLocation)` Create a new tile map based on a given TMX file
`TileSet(TiledMap map, org.w3c.dom.Element element, boolean loadImage)` Create a tile set based on an XML definition

Uses of SlickException in org.newdawn.slick.util.xml

Subclasses of SlickException in org.newdawn.slick.util.xml
`class` `SlickXMLException` An exception to describe failures in XML.

Methods in org.newdawn.slick.util.xml that throw SlickException
`XMLElement` `XMLParser.parse(java.lang.String ref)` Parse the XML document located by the slick resource loader using the reference given.

Copyright © 2006 New Dawn Software. All Rights Reserved.