Package com.badlogic.gdx.assets.loaders

Source Code of com.badlogic.gdx.assets.loaders.BitmapFontLoader$BitmapFontParameter

/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*   http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/

package com.badlogic.gdx.assets.loaders;

import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetLoaderParameters;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.BitmapFont.BitmapFontData;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.utils.Array;

/** {@link AssetLoader} for {@link BitmapFont} instances. Loads the font description file (.fnt) asynchronously, loads the
* {@link Texture} containing the glyphs as a dependency. The {@link BitmapFontParameter} allows you to set things like texture
* filters or whether to flip the glyphs on the y-axis..
* @author mzechner */
public class BitmapFontLoader extends AsynchronousAssetLoader<BitmapFont, BitmapFontLoader.BitmapFontParameter> {
  public BitmapFontLoader (FileHandleResolver resolver) {
    super(resolver);
  }

  BitmapFontData data;

  @Override
  public Array<AssetDescriptor> getDependencies (String fileName, FileHandle file, BitmapFontParameter parameter) {
    Array<AssetDescriptor> deps = new Array<AssetDescriptor>();
    if (parameter != null && parameter.bitmapFontData != null) {
      data = parameter.bitmapFontData;
      return deps;
    }
    data = new BitmapFontData(file, parameter != null ? parameter.flip : false);
    for (int i=0; i<data.getImagePaths().length; i++) {
      deps.add(new AssetDescriptor(data.getImagePath(i), Texture.class));
    }
    return deps;
  }

  @Override
  public void loadAsync (AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) {
  }

  @Override
  public BitmapFont loadSync (AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) {
    TextureRegion[] regs = new TextureRegion[data.getImagePaths().length];
    for (int i=0; i<regs.length; i++) {
      TextureRegion region = new TextureRegion(manager.get(data.getImagePath(i), Texture.class));
      if (parameter != null) {
        region.getTexture().setFilter(parameter.minFilter, parameter.maxFilter);
      }
      regs[i] = region;
    }
    return new BitmapFont(data, regs, true);
  }

  /** Parameter to be passed to {@link AssetManager#load(String, Class, AssetLoaderParameters)} if additional configuration is
   * necessary for the {@link BitmapFont}.
   * @author mzechner */
  static public class BitmapFontParameter extends AssetLoaderParameters<BitmapFont> {
    /** whether to flipY the font or not **/
    public boolean flip = false;
    /** the minimum filter to be used for the backing texture */
    public TextureFilter minFilter = TextureFilter.Nearest;
    /** the maximum filter to be used for the backing texture */
    public TextureFilter maxFilter = TextureFilter.Nearest;
    /** optional BitmapFontData to be used instead of loading the texture directly. Use this if your font is embedded in a skin. **/
    public BitmapFontData bitmapFontData = null;
  }
}
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