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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-12 19:44:05 +09:00
gdx 1.10/lwjgl3 migration; removing old Lua stuffs
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@@ -5,9 +5,7 @@ import com.badlogic.gdx.InputAdapter
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.Pixmap
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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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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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import com.jme3.math.FastMath
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import net.torvald.random.HQRNG
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@@ -38,7 +36,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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// todo register titlescreen as the ingame, similar in a way that the buildingmaker did
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var camera = OrthographicCamera(AppLoader.screenWf, AppLoader.screenHf)
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var camera = OrthographicCamera(AppLoader.screenSize.screenWf, AppLoader.screenSize.screenHf)
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// invert Y
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@@ -170,13 +168,13 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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override fun show() {
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printdbg(this, "show() called")
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initViewPort(AppLoader.screenW, AppLoader.screenH)
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initViewPort(AppLoader.screenSize.screenW, AppLoader.screenSize.screenH)
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Gdx.input.inputProcessor = TitleScreenController(this)
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worldFBO = FrameBuffer(Pixmap.Format.RGBA8888, AppLoader.screenW, AppLoader.screenH, false)
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worldFBO = FrameBuffer(Pixmap.Format.RGBA8888, AppLoader.screenSize.screenW, AppLoader.screenSize.screenH, false)
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loadThingsWhileIntroIsVisible()
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@@ -235,7 +233,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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Gdx.graphics.setTitle(TerrarumIngame.getCanonicalTitle())
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//camera.setToOrtho(true, AppLoader.screenWf, AppLoader.screenHf)
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//camera.setToOrtho(true, AppLoader.terrarumAppConfig.screenWf, AppLoader.terrarumAppConfig.screenHf)
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// render world
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gdxClearAndSetBlend(.64f, .754f, .84f, 1f)
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@@ -272,14 +270,14 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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COPYTING.forEachIndexed { index, s ->
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val textWidth = AppLoader.fontGame.getWidth(s)
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AppLoader.fontGame.draw(batch, s,
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(AppLoader.screenW - textWidth - 1f).toInt().toFloat(),
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(AppLoader.screenH - AppLoader.fontGame.lineHeight * (COPYTING.size - index) - 1f).toInt().toFloat()
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(AppLoader.screenSize.screenW - textWidth - 1f).toInt().toFloat(),
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(AppLoader.screenSize.screenH - AppLoader.fontGame.lineHeight * (COPYTING.size - index) - 1f).toInt().toFloat()
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)
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}
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AppLoader.fontGame.draw(batch, "${AppLoader.GAME_NAME} ${AppLoader.getVERSION_STRING()}",
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1f.toInt().toFloat(),
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(AppLoader.screenH - AppLoader.fontGame.lineHeight - 1f).toInt().toFloat()
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(AppLoader.screenSize.screenH - AppLoader.fontGame.lineHeight - 1f).toInt().toFloat()
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)
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}
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@@ -296,11 +294,11 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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printStackTrace(this)
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// Set up viewport when window is resized
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initViewPort(AppLoader.screenW, AppLoader.screenH)
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initViewPort(AppLoader.screenSize.screenW, AppLoader.screenSize.screenH)
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// resize UI by re-creating it (!!)
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uiMenu.resize(AppLoader.screenW, AppLoader.screenH)
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uiMenu.resize(AppLoader.screenSize.screenW, AppLoader.screenSize.screenH)
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// TODO I forgot what the fuck kind of hack I was talking about
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//uiMenu.setPosition(0, UITitleRemoConRoot.menubarOffY)
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uiMenu.setPosition(0, 0) // shitty hack. Could be:
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@@ -308,7 +306,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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// 2: The UI is coded shit
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IngameRenderer.resize(AppLoader.screenW, AppLoader.screenH)
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IngameRenderer.resize(AppLoader.screenSize.screenW, AppLoader.screenSize.screenH)
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printdbg(this, "resize() exit")
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}
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@@ -342,8 +340,8 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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return true
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}
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override fun scrolled(amount: Int): Boolean {
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screen.uiContainer.forEach { it?.scrolled(amount) }
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override fun scrolled(amountX: Float, amountY: Float): Boolean {
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screen.uiContainer.forEach { it?.scrolled(amountX, amountY) }
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return true
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}
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