Package com.badlogic.gdx.graphics

Examples of com.badlogic.gdx.graphics.Color


  private float[] vertices = new float[20];

  @Override
  public void renderTileLayer(TiledMapTileLayer layer) {
    final Color batchColor = spriteBatch.getColor();
    final float color = Color.toFloatBits(batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());

    final int layerWidth = layer.getWidth();
    final int layerHeight = layer.getHeight();

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    frameBuffer.getColorBufferTexture().bind(0);

    // at last lights are rendered over scene
    if (rayHandler.shadows) {

      final Color c = rayHandler.ambientLight;
      ShaderProgram shader = shadowShader;
      if (RayHandler.isDiffuse) {
        shader = diffuseShader;
        shader.begin();
        Gdx.gl20.glBlendFunc(GL20.GL_DST_COLOR, GL20.GL_SRC_COLOR);
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    gamePanel.add(new LwjglCanvas(new Renderer()).getCanvas());

    prefs = Preferences.userNodeForPackage(Hiero.class);
    java.awt.Color backgroundColor = EffectUtil.fromString(prefs.get("background", "000000"));
    backgroundColorLabel.setIcon(getColorIcon(backgroundColor));
    renderingBackgroundColor = new Color(backgroundColor.getRed() / 255f, backgroundColor.getGreen() / 255f,
      backgroundColor.getBlue() / 255f, 1);
    fontList.setSelectedValue(prefs.get("system.font", "Arial"), true);
    fontFileText.setText(prefs.get("font.file", ""));

    java.awt.Color foregroundColor = EffectUtil.fromString(prefs.get("foreground", "ffffff"));
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    backgroundColorLabel.addMouseListener(new MouseAdapter() {
      public void mouseClicked (MouseEvent evt) {
        java.awt.Color color = JColorChooser.showDialog(null, "Choose a background color",
          EffectUtil.fromString(prefs.get("background", "000000")));
        if (color == null) return;
        renderingBackgroundColor = new Color(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, 1);
        backgroundColorLabel.setIcon(getColorIcon(color));
        prefs.put("background", EffectUtil.toString(color));
      }
    });
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      return;
    frameBuffer.getColorBufferTexture().bind(0);

    // at last lights are rendered over scene
    if (rayHandler.shadows) {
      final Color c = rayHandler.ambientLight;
      ShaderProgram shader = shadowShader;
      if (RayHandler.isDiffuse) {
        shader = diffuseShader;
        shader.begin();
        rayHandler.diffuseBlendFunc.apply();
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    public void renderTileLayer(TiledMapTileLayer layer) {
        final Color batchColor = spriteBatch.getColor();
        final float color = Color.toFloatBits(batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());

        final int layerWidth = layer.getWidth();
        final int layerHeight = layer.getHeight();

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        rF = r / 255.0f;
        gF = g / 255.0f;
        bF = b / 255.0f;


        GDXColor = new Color(rF, gF, bF, aF);
    }
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    this.color = color;
  }

  public Color getColor () {
    int intBits = NumberUtils.floatToIntColor(color);
    Color color = this.tempColor;
    color.r = (intBits & 0xff) / 255f;
    color.g = ((intBits >>> 8) & 0xff) / 255f;
    color.b = ((intBits >>> 16) & 0xff) / 255f;
    color.a = ((intBits >>> 24) & 0xff) / 255f;
    return color;
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    else if (clickListener.isOver() && style.backgroundOver != null)
      background = style.backgroundOver;
    else
      background = style.background;
    final BitmapFont font = style.font;
    final Color fontColor = (disabled && style.disabledFontColor != null) ? style.disabledFontColor : style.fontColor;

    Color color = getColor();
    float x = getX();
    float y = getY();
    float width = getWidth();
    float height = getHeight();
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  }

  @Override
  public Color getColor () {
    int intBits = NumberUtils.floatToIntColor(color);
    Color color = tempColor;
    color.r = (intBits & 0xff) / 255f;
    color.g = ((intBits >>> 8) & 0xff) / 255f;
    color.b = ((intBits >>> 16) & 0xff) / 255f;
    color.a = ((intBits >>> 24) & 0xff) / 255f;
    return color;
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