gdx 1.10/lwjgl3 migration; removing old Lua stuffs

This commit is contained in:
minjaesong
2021-07-27 12:43:01 +09:00
parent f75b5da0e1
commit a91156ac21
323 changed files with 937 additions and 12100 deletions

View File

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