+ Gdx.input.getRotation() + "\n" + "wh: " + Gdx.graphics.getDesktopDisplayMode() + "\n", 0, 100);\r
batch.end();\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ font.dispose();\r
+ batch.dispose();\r
+ }\r
}
\ No newline at end of file
Image img2;\r
Image img3;\r
Stage stage;\r
+ Texture texture;\r
\r
@Override\r
public void create () {\r
stage = new Stage(480, 320, true);\r
- Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);\r
+ texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);\r
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);\r
img = new Image(new TextureRegion(texture));\r
img.width = img.height = 100;\r
stage.addActor(img);\r
stage.addActor(img2);\r
stage.addActor(img3);\r
+ \r
+ img.action(Sequence.$());\r
+ img2.action(Parallel.$(Sequence.$(), MoveBy.$(100, 0, 1)));\r
+ img3.action(Sequence.$(Parallel.$(MoveBy.$(100, 200, 2))));\r
}\r
\r
@Override\r
public void render () {\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
\r
- img.action(Sequence.$());\r
- img2.action(Parallel.$(Sequence.$(), MoveBy.$(0, 0, 1)));\r
- img3.action(Sequence.$(Parallel.$(MoveBy.$(0, 0, 2))));\r
-\r
stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));\r
stage.draw();\r
}\r
public void completed (Action action) {\r
System.out.println("completed");\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ texture.dispose();\r
+ }\r
}\r
}\r
\r
Stage stage;\r
+ Texture texture;\r
\r
@Override\r
public void create () {\r
stage = new Stage(480, 320, true);\r
- Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);\r
+ texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);\r
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);\r
final Image img = new Image(new TextureRegion(texture));\r
img.width = img.height = 100;\r
public void completed (Action action) {\r
System.out.println("completed Action: " + action);\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ texture.dispose();\r
+ }\r
}\r
public boolean needsGL20 () {\r
return false;\r
}\r
-}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ texture.dispose();\r
+ }\r
+}
\ No newline at end of file
Animation leftWalk;\r
Animation rightWalk;\r
Caveman[] cavemen;\r
+ Texture texture;\r
SpriteBatch batch;\r
FPSLogger fpsLog;\r
\r
@Override\r
public void create () {\r
- Texture texture = new Texture(Gdx.files.internal("data/walkanim.png"));\r
+ texture = new Texture(Gdx.files.internal("data/walkanim.png"));\r
TextureRegion[] leftWalkFrames = TextureRegion.split(texture, 64, 64)[0];\r
TextureRegion[] rightWalkFrames = new TextureRegion[leftWalkFrames.length];\r
for (int i = 0; i < rightWalkFrames.length; i++) {\r
\r
fpsLog.log();\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ texture.dispose();\r
+ }\r
}\r
public void error (String fileName, Class type, Throwable t) {\r
Gdx.app.error("AssetManagerTest", "couldn't load asset '" + fileName + "'", (Exception)t);\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ manager.dispose();\r
+ batch.dispose();\r
+ font.dispose();\r
+ }\r
}
\ No newline at end of file
public boolean needsGL20 () {\r
return false;\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ atlas.dispose();\r
+ font.dispose();\r
+ }\r
}\r
/** Shows how to align single line, wrapped, and multi line text within a rectangle. */\r
public class BitmapFontAlignmentTest extends GdxTest {\r
private SpriteBatch spriteBatch;\r
+ private Texture texture;\r
private BitmapFont font;\r
private BitmapFontCache cache;\r
private Sprite logoSprite;\r
});\r
\r
spriteBatch = new SpriteBatch();\r
-\r
- logoSprite = new Sprite(new Texture(Gdx.files.internal("data/badlogic.jpg"), false));\r
+ texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));\r
+ logoSprite = new Sprite(texture);\r
logoSprite.setColor(1, 1, 1, 0.6f);\r
logoSprite.setBounds(50, 100, 400, 100);\r
\r
public boolean needsGL20 () {\r
return false;\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ spriteBatch.dispose();\r
+ font.dispose();\r
+ cache.dispose();\r
+ texture.dispose();\r
+ }\r
}\r
\r
public class BitmapFontFlipTest extends GdxTest {\r
private SpriteBatch spriteBatch;\r
+ private Texture texture;\r
private BitmapFont font;\r
private Sprite logoSprite;\r
private Color red = new Color(1, 0, 0, 0);\r
spriteBatch = new SpriteBatch();\r
spriteBatch.setProjectionMatrix(new Matrix4().setToOrtho(0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 0, 0, 1));\r
\r
- logoSprite = new Sprite(new Texture(Gdx.files.internal("data/badlogic.jpg")));\r
+ texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));\r
+ logoSprite = new Sprite(texture);\r
logoSprite.flip(false, true);\r
logoSprite.setPosition(0, 320 - 256);\r
logoSprite.setColor(1, 1, 1, 0.5f);\r
public boolean needsGL20 () {\r
return false;\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ spriteBatch.dispose();\r
+ font.dispose();\r
+ texture.dispose();\r
+ cache1.dispose();\r
+ cache2.dispose();\r
+ cache3.dispose();\r
+ cache4.dispose();\r
+ cache5.dispose();\r
+ cacheScaled1.dispose();\r
+ cacheScaled2.dispose();\r
+ cacheScaled3.dispose();\r
+ cacheScaled4.dispose();\r
+ cacheScaled5.dispose();\r
+ }\r
}\r
\r
public class BitmapFontTest extends GdxTest {\r
private SpriteBatch spriteBatch;\r
+ private TextureAtlas atlas;\r
private BitmapFont font;\r
private ShapeRenderer renderer;\r
\r
@Override\r
public void create () {\r
spriteBatch = new SpriteBatch();\r
- TextureAtlas textureAtlas = new TextureAtlas("data/pack");\r
- font = new BitmapFont(Gdx.files.internal("data/verdana39.fnt"), textureAtlas.findRegion("verdana39"), false);\r
+ atlas = new TextureAtlas("data/pack");\r
+ font = new BitmapFont(Gdx.files.internal("data/verdana39.fnt"), atlas.findRegion("verdana39"), false);\r
renderer = new ShapeRenderer();\r
renderer.setProjectionMatrix(spriteBatch.getProjectionMatrix());\r
}\r
public boolean needsGL20 () {\r
return false;\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ spriteBatch.dispose();\r
+ renderer.dispose();\r
+ font.dispose();\r
+ atlas.dispose();\r
+ }\r
}\r
batch.draw(psRgba8888, psRgb888.getWidth() + 20, 60);\r
batch.end();\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ rgb888.dispose();\r
+ rgba8888.dispose();\r
+ psRgb888.dispose();\r
+ psRgba8888.dispose();\r
+ }\r
}
\ No newline at end of file
for (int i = 0; i < NUM_BOBS; i++) {\r
gl.glLoadIdentity();\r
gl.glTranslatef(Math.round(bobs[i].x), Math.round(bobs[i].y), 0);\r
- System.out.println(Math.round(bobs[i].x) + ", " + (int)bobs[i].x);\r
bobModel.render(GL10.GL_TRIANGLES, 0, 6);\r
}\r
bobModel.unbind();\r
}\r
\r
+ @Override\r
+ public void dispose () {\r
+ bobModel.dispose();\r
+ bobTexture.dispose();\r
+ }\r
+\r
static class Bob {\r
static final Random rand = new Random();\r
public float x, y;\r
batch = new SpriteBatch();\r
font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false);\r
}\r
- \r
+ \r
+ @Override\r
+ public void dispose() {\r
+ world.dispose();\r
+ renderer.dispose();\r
+ batch.dispose();\r
+ font.dispose();\r
+ }\r
+ \r
private void createWorld() {\r
float y1 = 1; //(float)Math.random() * 0.1f + 1;\r
float y2 = y1;\r
}\r
return false;\r
}\r
- \r
- @Override\r
- public void resize(int width, int height) {\r
- \r
- }\r
- \r
- @Override\r
- public void pause() {\r
- \r
- }\r
- \r
- @Override\r
- public void dispose() {\r
- \r
- }\r
+\r
\r
@Override\r
public boolean keyDown(int keycode) {\r
@Override\r
public void dispose () {\r
world.dispose();\r
+ renderer.dispose();\r
+ debugRenderer.dispose();\r
+ font.dispose();\r
+ textureRegion.getTexture().dispose();\r
}\r
\r
@Override\r
public boolean needsGL20 () {\r
return false;\r
}\r
-\r
- // ---------------------------------------------------------------\r
- // STUBS FOR UNIMPLEMENTED INTERFACE METHODS, NOTHING TO SEE HERE\r
- // MOVE ALONG\r
- // ---------------------------------------------------------------\r
-\r
- @Override\r
- public boolean keyDown (int keycode) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean keyTyped (char character) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean keyUp (int keycode) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean touchMoved (int x, int y) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean scrolled (int amount) {\r
- return false;\r
- }\r
}\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ tests[testIndex].dispose();\r
+ }\r
+\r
+ @Override\r
public boolean keyDown (int keycode) {\r
tests[testIndex].keyDown(keycode);\r
\r
batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);\r
}\r
\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ renderer.dispose();\r
+ font.dispose();\r
+ }\r
+\r
private String getOrientationString () {\r
StringBuilder builder = new StringBuilder();\r
builder.append("\nazimuth: ");\r
}\r
\r
Stage stage;\r
+ Texture texture;\r
\r
@Override\r
public void create () {\r
Action complexAction = Forever.$(Sequence.$(Parallel.$(RotateBy.$(180, 2), ScaleTo.$(1.4f, 1.4f, 2), FadeTo.$(0.7f, 2)),\r
Parallel.$(RotateBy.$(180, 2), ScaleTo.$(1.0f, 1.0f, 2), FadeTo.$(1.0f, 2))));\r
\r
- Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);\r
+ texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);\r
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);\r
\r
final Image img1 = new Image(new TextureRegion(texture));\r
stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));\r
stage.draw();\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ texture.dispose();\r
+ }\r
}\r
\r
@Override\r
public void dispose() {\r
- // TODO Auto-generated method stub\r
- \r
- }\r
-\r
- @Override\r
- public void pause() {\r
- // TODO Auto-generated method stub\r
- \r
- }\r
-\r
- @Override\r
- public void resize(int width, int height) {\r
- // TODO Auto-generated method stub\r
- \r
- }\r
-\r
- @Override\r
- public void resume() {\r
- // TODO Auto-generated method stub\r
- \r
+ batch.dispose();\r
+ font.dispose();\r
+ sphere.dispose();\r
}\r
}
\ No newline at end of file
batch.draw(texture, 0, 0);\r
batch.end();\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ shader.dispose();\r
+ texture.dispose();\r
+ }\r
\r
@Override\r
public boolean needsGL20 () {\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ egg.dispose();\r
+ wheel.dispose();\r
+ batch.dispose();\r
+ }\r
+\r
+ @Override\r
public void render () {\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);\r
\r
font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 0, 30);\r
batch.end();\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ font.dispose();\r
+ img1.dispose();\r
+ img2.dispose();\r
+ }\r
}
\ No newline at end of file
logger = new FPSLogger();\r
calculateOffsets();\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ shader.dispose();\r
+ batchShader.dispose();\r
+ mesh.dispose();\r
+ fbo.dispose();\r
+ batch.dispose();\r
+ }\r
\r
private void calculateOffsets () {\r
int idx = 0;\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ font.dispose();\r
+ }\r
+\r
+ @Override\r
public boolean needsGL20 () {\r
return false;\r
}\r
}\r
\r
@Override\r
- public boolean keyDown (int keycode) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean keyUp (int keycode) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean keyTyped (char character) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean touchDown (int x, int y, int pointer, int newParam) {\r
- return false;\r
- }\r
-\r
- @Override\r
public boolean touchUp (int x, int y, int pointer, int button) {\r
mode++;\r
if (mode > 3) mode = 0;\r
}\r
\r
@Override\r
- public boolean touchDragged (int x, int y, int pointer) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean needsGL20 () {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean touchMoved (int x, int y) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean scrolled (int amount) {\r
- return false;\r
+ public void dispose () {\r
+ mesh.dispose();\r
+ texture.dispose();\r
}\r
}\r
});\r
}\r
\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ atlas.dispose();\r
+ texture.dispose();\r
+ font.dispose();\r
+ }\r
+\r
public void render () {\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
\r
container.height = height;\r
}\r
\r
- public void pause () {\r
- }\r
-\r
- public void resume () {\r
- }\r
-\r
public void dispose () {\r
+ stage.dispose();\r
+ font.dispose();\r
}\r
\r
public boolean needsGL20 () {\r
@Override\r
public void render () {\r
frameBuffer.begin();\r
- Gdx.graphics.getGL20().glViewport(0, 0, frameBuffer.getWidth(), frameBuffer.getHeight());\r
- Gdx.graphics.getGL20().glClearColor(0f, 1f, 0f, 1);\r
- Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT);\r
- Gdx.graphics.getGL20().glEnable(GL20.GL_TEXTURE_2D);\r
+ Gdx.gl20.glViewport(0, 0, frameBuffer.getWidth(), frameBuffer.getHeight());\r
+ Gdx.gl20.glClearColor(0f, 1f, 0f, 1);\r
+ Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);\r
+ Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D);\r
texture.bind();\r
meshShader.begin();\r
meshShader.setUniformi("u_texture", 0);\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ mesh.dispose();\r
+ texture.dispose();\r
+ frameBuffer.dispose();\r
+ spriteBatch.dispose();\r
+ meshShader.dispose();\r
+ }\r
+\r
+ @Override\r
public boolean needsGL20 () {\r
return true;\r
}\r
batch.end();\r
}\r
\r
+ @Override\r
+ public void dispose () {\r
+ texture.dispose();\r
+ batch.dispose();\r
+ }\r
+\r
public boolean needsGL20 () {\r
return false;\r
}\r
static private final int count = 100;\r
\r
private Stage stage;\r
+ private Skin skin;\r
private Table root;\r
private Label drawnLabel;\r
int drawn;\r
root = new Table();\r
stage.addActor(root);\r
\r
- Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
+ skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
\r
Table labels = new Table();\r
root.add(new ScrollPane(labels, skin)).expand().fill();\r
}\r
}\r
\r
+ @Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ skin.dispose();\r
+ }\r
+\r
public void resize (int width, int height) {\r
stage.setViewport(width, height, true);\r
root.width = width;\r
return false;\r
}\r
\r
+ Texture texture;\r
Stage stage;\r
\r
@Override\r
public void create () {\r
- Texture texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));\r
+ texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));\r
stage = new Stage(480, 320, true);\r
\r
for (int i = 0; i < 100; i++) {\r
stage.act(Gdx.graphics.getDeltaTime());\r
stage.draw();\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ texture.dispose();\r
+ stage.dispose();\r
+ }\r
}\r
\r
public class ImageScaleTest extends GdxTest {\r
Stage stage;\r
+ Texture texture;\r
\r
public void create () {\r
stage = new Stage(0, 0, false);\r
Gdx.input.setInputProcessor(stage);\r
\r
- Image image = new Image(new Texture("data/group-debug.png"), Scaling.fit);\r
+ texture = new Texture("data/group-debug.png");\r
+ Image image = new Image(texture, Scaling.fit);\r
image.x = image.y = 100;\r
image.width = 400;\r
image.height = 200;\r
stage.addActor(image);\r
\r
- Image image2 = new Image(new Texture("data/group-debug.png"), Scaling.fit);\r
+ Image image2 = new Image(texture, Scaling.fit);\r
image2.x = image2.y = 100;\r
image2.width = 400;\r
image2.height = 200;\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
stage.draw();\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ texture.dispose();\r
+ }\r
\r
public void resize (int width, int height) {\r
stage.setViewport(width, height, false);\r
Skin skin;\r
Stage ui;\r
Table root;\r
+ TextureRegion image2;\r
\r
@Override\r
public void create () {\r
skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
- TextureRegion image2 = new TextureRegion(new Texture(Gdx.files.internal("data/badlogic.jpg")));\r
+ image2 = new TextureRegion(new Texture(Gdx.files.internal("data/badlogic.jpg")));\r
ui = new Stage(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);\r
Gdx.input.setInputProcessor(ui);\r
\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ ui.dispose();\r
+ skin.dispose();\r
+ image2.getTexture().dispose();\r
+ }\r
+\r
+ @Override\r
public void render () {\r
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
public void dispose () {\r
texture.dispose();\r
shader.dispose();\r
+ vbo.dispose();\r
ibo.dispose();\r
}\r
\r
fillCaches();\r
}\r
\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ font.dispose();\r
+ singleLineCache.dispose();\r
+ singleLineCacheNonInteger.dispose();\r
+ multiLineCache.dispose();\r
+ multiLineCacheNonInteger.dispose();\r
+ }\r
+\r
public void render () {\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
batch.begin();\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ renderer.dispose();\r
+ }\r
+\r
+ @Override\r
public void render () {\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ texture.dispose();\r
+ batch.dispose();\r
+ }\r
+\r
+ @Override\r
public void render () {\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
cam.update();\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ renderer.dispose();\r
+ texture.dispose();\r
+ for(SpriteCache cache: caches) cache.dispose();\r
+ }\r
+\r
+ @Override\r
public void render () {\r
Gdx.gl.glClearColor(0.7f, 0.7f, 0.7f, 1);\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
cam.update();\r
renderer.render(world, cam.combined);\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ world.dispose();\r
+ renderer.dispose();\r
+ }\r
}\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ skin.dispose();\r
+ }\r
+\r
+ @Override\r
public void render () {\r
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);\r
mesh.render(shader, GL10.GL_TRIANGLES);\r
shader.end();\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ mesh.dispose();\r
+ texture.dispose();\r
+ shader.dispose();\r
+ }\r
\r
@Override\r
public boolean needsGL20 () {\r
Texture currTexture;\r
ShaderProgram shader;\r
Stage ui;\r
+ Skin skin;\r
InputMultiplexer multiplexer;\r
SelectBox minFilter;\r
SelectBox magFilter;\r
}\r
\r
private void createUI () {\r
- Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
+ skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
ui = new Stage(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);\r
\r
String[] filters = new String[TextureFilter.values().length];\r
\r
ui.draw();\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ shader.dispose();\r
+ textureHW.dispose();\r
+ textureSW.dispose();\r
+ mesh.dispose();\r
+ ui.dispose();\r
+ skin.dispose();\r
+ }\r
}\r
camera.position.set(Gdx.graphics.getWidth() / 2.0f, Gdx.graphics.getHeight() / 2.0f, 0);\r
Gdx.input.setInputProcessor(this);\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ renderer.dispose();\r
+ }\r
}\r
}\r
}\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ buttons.getTexture().dispose();\r
+ for(Music m: music) m.dispose();\r
+ }\r
}\r
batch = new SpriteBatch();\r
font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false);\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ layers[0].getTexture().dispose();\r
+ batch.dispose();\r
+ font.dispose();\r
+ }\r
\r
@Override\r
public void render () {\r
\r
Gdx.input.setInputProcessor(inputProcessor);\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ spriteBatch.dispose();\r
+ effect.dispose();\r
+ }\r
+\r
\r
public void render () {\r
spriteBatch.getProjectionMatrix().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ font.dispose();\r
+ batch.dispose();\r
+ texture.dispose();\r
+ }\r
+\r
+ @Override\r
public boolean needsGL20 () {\r
return true;\r
}\r
Matrix4 modelNormal = new Matrix4();\r
ShaderProgram projTexShader;\r
Stage ui;\r
+ Skin skin;\r
InputMultiplexer multiplexer = new InputMultiplexer();\r
PerspectiveCamController controller;\r
ImmediateModeRenderer20 renderer;\r
\r
public void setupUI () {\r
ui = new Stage(480, 320, true);\r
- Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
+ skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
TextButton reload = new TextButton("Reload Shaders", skin.getStyle(TextButtonStyle.class), "reload");\r
SelectBox camera = new SelectBox(new String[] {"Camera", "Light"}, skin.getStyle(SelectBoxStyle.class), "camera");\r
Label fps = new Label("fps: ", skin.getStyle(LabelStyle.class), "fps");\r
shader.setUniformi("u_texture", 0);\r
mesh.render(shader, GL20.GL_TRIANGLES);\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ texture.dispose();\r
+ plane.dispose();\r
+ cube.dispose();\r
+ projTexShader.dispose();\r
+ ui.dispose();\r
+ skin.dispose();\r
+ renderer.dispose();\r
+ }\r
}\r
batch.draw(region, 0, 128, 64, 64, 128, 128, 1, 1, 270);\r
batch.end();\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ texture.dispose();\r
+ batch.dispose();\r
+ }\r
}\r
\r
public class ScrollPaneTest extends GdxTest {\r
Stage stage;\r
+ Skin skin;\r
\r
public void create () {\r
stage = new Stage(0, 0, false);\r
Gdx.input.setInputProcessor(stage);\r
\r
- Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
+ skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
\r
Table mytable = new Table();\r
mytable.debug();\r
stage.setViewport(width, height, false);\r
}\r
\r
+ @Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ skin.dispose();\r
+ }\r
+\r
public boolean needsGL20 () {\r
return false;\r
}\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ texture.dispose();\r
+ texture2.dispose();\r
+ shader.dispose();\r
+ mesh.dispose();\r
+ }\r
+\r
+ @Override\r
public boolean needsGL20 () {\r
return true;\r
}\r
}\r
\r
Stage ui;\r
+ Skin skin;\r
\r
PerspectiveCamera cam;\r
PerspectiveCamera lightCam;\r
\r
private void setupUI () {\r
ui = new Stage(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);\r
- Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
+ skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
\r
Label label = new Label("Camera:", skin.getStyle(LabelStyle.class));\r
SelectBox cameraCombo = new SelectBox(new String[] {"Scene", "Light"}, skin.getStyle(SelectBoxStyle.class));\r
ui.draw();\r
Table.drawDebug(ui);\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ ui.dispose();\r
+ skin.dispose();\r
+ plane.dispose();\r
+ cube.dispose();\r
+ flatShader.dispose();\r
+ shadowGenShader.dispose();\r
+ shadowMapShader.dispose();\r
+ currShader.dispose();\r
+ shadowMap.dispose();\r
+ }\r
}\r
font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 0, 20);\r
batch.end();\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ font.dispose();\r
+ renderer.dispose();\r
+ }\r
}\r
private float currentFrameTime;\r
private Vector2 position;\r
\r
- private Texture tex;\r
+ private Texture texture;\r
\r
private Animation downWalk;\r
private Animation leftWalk;\r
@Override\r
public void create () {\r
Gdx.input.setInputProcessor(this);\r
- tex = new Texture(Gdx.files.internal("data/animation.png"));\r
- TextureRegion[][] regions = TextureRegion.split(tex, 32, 48);\r
+ texture = new Texture(Gdx.files.internal("data/animation.png"));\r
+ TextureRegion[][] regions = TextureRegion.split(texture, 32, 48);\r
TextureRegion[] downWalkReg = regions[0];\r
TextureRegion[] leftWalkReg = regions[1];\r
TextureRegion[] rightWalkReg = regions[2];\r
position.y = Gdx.graphics.getHeight() - y;\r
return true;\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ spriteBatch.dispose();\r
+ texture.dispose();\r
+ }\r
}\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ }\r
+\r
+ @Override\r
public boolean needsGL20 () {\r
return true;\r
}\r
\r
OrthoCamController camController;\r
Stage stage;\r
+ Texture texture;\r
SpriteBatch batch;\r
BitmapFont font;\r
\r
Gdx.input.setInputProcessor(camController);\r
\r
// load a dummy texture\r
- Texture texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));\r
+ texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));\r
\r
// populate the stage with some actors and groups.\r
for (int i = 0; i < 5000; i++) {\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ texture.dispose();\r
+ batch.dispose();\r
+ font.dispose();\r
+ }\r
+\r
+ @Override\r
public boolean needsGL20 () {\r
return false;\r
}\r
\r
/** spritebatch used for rendering **/\r
SpriteBatch batch;\r
+ /** the texture used by the sprites **/\r
+ Texture texture;\r
/** array of sprites **/\r
Array<MySprite> sprites = new Array<MySprite>();\r
/** a comparator, we keep it around so the GC shuts up **/\r
\r
// load a texture, usually you dispose of this \r
// eventually.\r
- Texture texture = new Texture("data/badlogicsmall.jpg");\r
+ texture = new Texture("data/badlogicsmall.jpg");\r
\r
// create 100 sprites, tinted red, from dark to light. \r
// red color component is also used as z-value so we\r
}\r
batch.end();\r
}\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ texture.dispose();\r
+ }\r
} \r
float volume = 0.5f;\r
long soundId = 0;\r
Stage ui;\r
+ Skin skin;\r
\r
BitmapFont font;\r
SpriteBatch batch;\r
public void create () {\r
sound = Gdx.audio.newSound(Gdx.files.getFileHandle("data/shotgun.wav", FileType.Internal));\r
\r
- Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
+ skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
ui = new Stage(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);\r
TextButton play = new TextButton("Play", skin);\r
TextButton stop = new TextButton("Stop", skin);\r
ui.act(Gdx.graphics.getDeltaTime());\r
ui.draw();\r
}\r
+ \r
+ @Override\r
+ public void dispose () {\r
+ ui.dispose();\r
+ skin.dispose();\r
+ sound.dispose();\r
+ font.dispose();\r
+ batch.dispose();\r
+ }\r
\r
@Override\r
public boolean needsGL20 () {\r
}\r
\r
@Override\r
+ public void dispose () {\r
+ spriteBatch.dispose();\r
+ texture.dispose();\r
+ texture2.dispose();\r
+ }\r
+\r
+ @Override\r
public boolean needsGL20 () {\r
return true;\r
}\r
private int tileMapHeight = 5;\r
private int tileSize = 32;\r
private SpriteCache cache;\r
+ private Texture texture;\r
\r
public void create () {\r
- Sprite sprite = new Sprite(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));\r
+ texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));\r
+ Sprite sprite = new Sprite(texture);\r
sprite.setSize(tileSize, tileSize);\r
\r
cache = new SpriteCache(1000, false);\r
cache.end();\r
}\r
\r
- public boolean keyDown (int keycode) {\r
- return false;\r
- }\r
-\r
- public boolean keyUp (int keycode) {\r
- return false;\r
- }\r
-\r
- public boolean keyTyped (char character) {\r
- return false;\r
- }\r
-\r
- public boolean touchDown (int x, int y, int pointer, int newParam) {\r
- return false;\r
- }\r
-\r
- public boolean touchUp (int x, int y, int pointer, int button) {\r
- return false;\r
- }\r
-\r
- public boolean touchDragged (int x, int y, int pointer) {\r
- return false;\r
- }\r
-\r
- public boolean needsGL20 () {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean touchMoved (int x, int y) {\r
- return false;\r
- }\r
-\r
@Override\r
- public boolean scrolled (int amount) {\r
- return false;\r
+ public void dispose () {\r
+ cache.dispose();\r
+ texture.dispose();\r
}\r
}\r
int renderMethod = 0;\r
\r
private float[] sprites;\r
-\r
private float[] sprites2;\r
\r
@Override\r
public void create () {\r
spriteCache = new SpriteCache(1000, true);\r
\r
- Texture texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));\r
+ texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));\r
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);\r
\r
Pixmap pixmap = new Pixmap(32, 32, Format.RGBA8888);\r
}\r
\r
@Override\r
- public boolean keyTyped (char character) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean keyUp (int keycode) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean touchDown (int x, int y, int pointer, int newParam) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean touchDragged (int x, int y, int pointer) {\r
- return false;\r
- }\r
-\r
- @Override\r
public boolean touchUp (int x, int y, int pointer, int button) {\r
renderMethod = (renderMethod + 1) % 2;\r
return false;\r
}\r
\r
@Override\r
- public boolean needsGL20 () {\r
- return false;\r
+ public void dispose () {\r
+ texture.dispose();\r
+ texture2.dispose();\r
+ spriteCache.dispose();\r
}\r
-\r
- @Override\r
- public boolean touchMoved (int x, int y) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean scrolled (int amount) {\r
- return false;\r
- }\r
-\r
}\r
return true;\r
}\r
\r
+ Texture texture;\r
TextureRegion[] regions;\r
Stage stage;\r
SpriteBatch batch;\r
regions = new TextureRegion[8 * 8];\r
sprites = new Sprite[24 * 12];\r
\r
- Texture tex = new Texture(Gdx.files.internal("data/badlogic.jpg"));\r
+ texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));\r
for (int y = 0; y < 8; y++) {\r
for (int x = 0; x < 8; x++) {\r
- regions[x + y * 8] = new TextureRegion(tex, x * 32, y * 32, 32, 32);\r
+ regions[x + y * 8] = new TextureRegion(texture, x * 32, y * 32, 32, 32);\r
}\r
}\r
\r
useStage = !useStage;\r
}\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ stage.dispose();\r
+ batch.dispose();\r
+ font.dispose();\r
+ texture.dispose();\r
+ }\r
}\r
}\r
\r
@Override\r
- public boolean touchUp (int x, int y, int pointer, int button) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean touchDragged (int x, int y, int pointer) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean keyDown (int keycode) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean keyUp (int keycode) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean keyTyped (char character) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean needsGL20 () {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean touchMoved (int x, int y) {\r
- return false;\r
- }\r
-\r
- @Override\r
- public boolean scrolled (int amount) {\r
- return false;\r
+ public void dispose () {\r
+ ui.dispose();\r
+ renderer.dispose();\r
+ texture.dispose();\r
+ uiTexture.dispose();\r
+ font.dispose();\r
}\r
}\r
public class TableTest extends GdxTest {\r
Skin skin;\r
Stage stage;\r
+ Texture texture;\r
Table root;\r
\r
@Override\r
\r
skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
\r
- TextureRegion region = new TextureRegion(new Texture(Gdx.files.internal("data/badlogic.jpg")));\r
+ texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));\r
+ TextureRegion region = new TextureRegion(texture);\r
\r
NinePatch patch = skin.getPatch("default-round");\r
\r
}\r
\r
@Override\r
- public boolean needsGL20 () {\r
- return false;\r
+ public void dispose () {\r
+ stage.dispose();\r
+ texture.dispose();\r
+ skin.dispose();\r
}\r
}\r
import com.badlogic.gdx.tests.utils.GdxTest;\r
\r
public class TextButtonTest extends GdxTest {\r
- \r
private Stage stage;\r
+ private Skin skin;\r
\r
@Override\r
public void create () {\r
stage = new Stage(0, 0, false, new SpriteBatch());\r
- Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
+ skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
for (int i = 0; i < 500; i++) {\r
TextButton t = new TextButton("Button"+i, skin);\r
t.x = MathUtils.random(0, Gdx.graphics.getWidth());\r
}\r
\r
@Override\r
- public boolean needsGL20 () {\r
- return false;\r
+ public void dispose () {\r
+ stage.dispose();\r
+ skin.dispose();\r
}\r
}
\ No newline at end of file
batch.end();\r
}\r
\r
- public void resize (int width, int height) {\r
- }\r
-\r
- public void pause () {\r
- }\r
-\r
- public void resume () {\r
- }\r
-\r
public void dispose () {\r
atlas.dispose();\r
- }\r
-\r
- public boolean needsGL20 () {\r
- return false;\r
+ jumpAtlas.dispose();\r
+ batch.dispose();\r
+ font.dispose();\r
}\r
}\r
Skin skin;\r
Stage stage;\r
SpriteBatch batch;\r
+ Texture texture1;\r
+ Texture texture2;\r
Actor root;\r
\r
@Override\r
public void create () {\r
batch = new SpriteBatch();\r
skin = new Skin(Gdx.files.internal("data/uiskin.json"), Gdx.files.internal("data/uiskin.png"));\r
- TextureRegion image = new TextureRegion(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));\r
- TextureRegion image2 = new TextureRegion(new Texture(Gdx.files.internal("data/badlogic.jpg")));\r
+ texture1 = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));\r
+ texture2 = new Texture(Gdx.files.internal("data/badlogic.jpg"));\r
+ TextureRegion image = new TextureRegion(texture1);\r
+ TextureRegion image2 = new TextureRegion(texture2);\r
stage = new Stage(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);\r
Gdx.input.setInputProcessor(stage);\r
\r
}\r
\r
@Override\r
- public boolean needsGL20 () {\r
- return false;\r
+ public void dispose () {\r
+ stage.dispose();\r
+ skin.dispose();\r
+ texture1.dispose();\r
+ texture2.dispose();\r
}\r
}\r
public void dispose () {\r
texture.dispose();\r
vbo.dispose();\r
+ indices.dispose();\r
shader.dispose();\r
}\r
\r
\r
texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));\r
}\r
-\r
+ \r
@Override\r
public void resume () {\r
vbo.invalidate();\r
return result;\r
}\r
}\r
+\r
+ @Override\r
+ public void dispose () {\r
+ batch.dispose();\r
+ font.dispose();\r
+ atlas.dispose();\r
+ region.getTexture().dispose();\r
+ stage.dispose();\r
+ }\r
}\r