Interface ExtBatch

  • All Known Implementing Classes:
    ExtSpriteBatch

    public interface ExtBatch
    • Field Summary

      Fields 
      Modifier and Type Field Description
      static int C1  
      static int C2  
      static int C3  
      static int C4  
      static int U1  
      static int U2  
      static int U3  
      static int U4  
      static int V1  
      static int V2  
      static int V3  
      static int V4  
      static int X1  
      static int X2  
      static int X3  
      static int X4  
      static int Y1  
      static int Y2  
      static int Y3  
      static int Y4  
    • Method Summary

      All Methods Instance Methods Abstract Methods 
      Modifier and Type Method Description
      void begin()
      Sets up the Batch for drawing.
      void disableBlending()
      Disables blending for drawing sprites.
      void draw​(com.badlogic.gdx.graphics.Texture texture, float[] spriteVertices, int offset, int count)
      Draws a rectangle using the given vertices.
      void draw​(com.badlogic.gdx.graphics.Texture texture, float x, float y)
      Draws a rectangle with the bottom left corner at x,y having the width and height of the texture.
      void draw​(com.badlogic.gdx.graphics.Texture texture, float x, float y, float width, float height)
      Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
      void draw​(com.badlogic.gdx.graphics.Texture texture, float x, float y, float width, float height, float u, float v, float u2, float v2)
      Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels.
      void draw​(com.badlogic.gdx.graphics.Texture texture, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation, int srcX, int srcY, int srcWidth, int srcHeight, boolean flipX, boolean flipY)
      Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels.
      void draw​(com.badlogic.gdx.graphics.Texture texture, float x, float y, float width, float height, int srcX, int srcY, int srcWidth, int srcHeight, boolean flipX, boolean flipY)
      Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels.
      void draw​(com.badlogic.gdx.graphics.Texture texture, float x, float y, int srcX, int srcY, int srcWidth, int srcHeight)
      Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels.
      void draw​(TextureRegion region, float x, float y)
      Draws a rectangle with the bottom left corner at x,y having the width and height of the region.
      void draw​(TextureRegion region, float x, float y, float width, float height)
      Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
      void draw​(TextureRegion region, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation)
      Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
      void draw​(TextureRegion region, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation, boolean clockwise)
      Draws a rectangle with the texture coordinates rotated 90 degrees.
      void draw​(TextureRegion region, float width, float height, com.badlogic.gdx.math.Affine2 transform)
      Draws a rectangle transformed by the given matrix.
      void enableBlending()
      Enables blending for drawing sprites.
      void end()
      Finishes off rendering.
      void flush()
      Causes any pending sprites to be rendered, without ending the Batch.
      int getBlendDstFunc()  
      int getBlendDstFuncAlpha()  
      int getBlendSrcFunc()  
      int getBlendSrcFuncAlpha()  
      com.badlogic.gdx.graphics.Color getColor()  
      float getPackedColor()  
      com.badlogic.gdx.math.Matrix4 getProjectionMatrix()
      Returns the current projection matrix.
      ExtShaderProgram getShader()  
      com.badlogic.gdx.math.Matrix4 getTransformMatrix()
      Returns the current transform matrix.
      boolean isBlendingEnabled()  
      boolean isDrawing()  
      void setBlendFunction​(int srcFunc, int dstFunc)
      Sets the blending function to be used when rendering sprites.
      void setBlendFunctionSeparate​(int srcFuncColor, int dstFuncColor, int srcFuncAlpha, int dstFuncAlpha)
      Sets separate (color/alpha) blending function to be used when rendering sprites.
      void setColor​(float r, float g, float b, float a)  
      void setColor​(com.badlogic.gdx.graphics.Color tint)
      Sets the color used to tint images when they are added to the Batch.
      void setPackedColor​(float packedColor)
      Sets the rendering color of this Batch, expanding the alpha from 0-254 to 0-255.
      void setProjectionMatrix​(com.badlogic.gdx.math.Matrix4 projection)
      Sets the projection matrix to be used by this Batch.
      void setShader​(ExtShaderProgram shader)
      Sets the shader to be used in a GLES 2.0 environment.
      void setTransformMatrix​(com.badlogic.gdx.math.Matrix4 transform)
      Sets the transform matrix to be used by this Batch.
    • Method Detail

      • begin

        void begin()
        Sets up the Batch for drawing. This will disable depth buffer writing. It enables blending and texturing. If you have more texture units enabled than the first one you have to disable them before calling this. Uses a screen coordinate system by default where everything is given in pixels. You can specify your own projection and modelview matrices via setProjectionMatrix(Matrix4) and setTransformMatrix(Matrix4).
      • end

        void end()
        Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be called after a call to begin()
      • setColor

        void setColor​(com.badlogic.gdx.graphics.Color tint)
        Sets the color used to tint images when they are added to the Batch. Default is Color.WHITE.
      • setColor

        void setColor​(float r,
                      float g,
                      float b,
                      float a)
        See Also:
        setColor(Color)
      • getColor

        com.badlogic.gdx.graphics.Color getColor()
        Returns:
        the rendering color of this Batch. If the returned instance is manipulated, setColor(Color) must be called afterward.
      • setPackedColor

        void setPackedColor​(float packedColor)
        Sets the rendering color of this Batch, expanding the alpha from 0-254 to 0-255.
        See Also:
        setColor(Color), Color.toFloatBits()
      • getPackedColor

        float getPackedColor()
        Returns:
        the rendering color of this Batch in vertex format (alpha compressed to 0-254)
        See Also:
        Color.toFloatBits()
      • draw

        void draw​(com.badlogic.gdx.graphics.Texture texture,
                  float x,
                  float y,
                  float originX,
                  float originY,
                  float width,
                  float height,
                  float scaleX,
                  float scaleY,
                  float rotation,
                  int srcX,
                  int srcY,
                  int srcWidth,
                  int srcHeight,
                  boolean flipX,
                  boolean flipY)
        Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. The rectangle is offset by originX, originY relative to the origin. Scale specifies the scaling factor by which the rectangle should be scaled around originX, originY. Rotation specifies the angle of counter clockwise rotation of the rectangle around originX, originY. The portion of the Texture given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in texels. FlipX and flipY specify whether the texture portion should be flipped horizontally or vertically.
        Parameters:
        x - the x-coordinate in screen space
        y - the y-coordinate in screen space
        originX - the x-coordinate of the scaling and rotation origin relative to the screen space coordinates
        originY - the y-coordinate of the scaling and rotation origin relative to the screen space coordinates
        width - the width in pixels
        height - the height in pixels
        scaleX - the scale of the rectangle around originX/originY in x
        scaleY - the scale of the rectangle around originX/originY in y
        rotation - the angle of counter clockwise rotation of the rectangle around originX/originY
        srcX - the x-coordinate in texel space
        srcY - the y-coordinate in texel space
        srcWidth - the source with in texels
        srcHeight - the source height in texels
        flipX - whether to flip the sprite horizontally
        flipY - whether to flip the sprite vertically
      • draw

        void draw​(com.badlogic.gdx.graphics.Texture texture,
                  float x,
                  float y,
                  float width,
                  float height,
                  int srcX,
                  int srcY,
                  int srcWidth,
                  int srcHeight,
                  boolean flipX,
                  boolean flipY)
        Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. The portion of the Texture given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in texels. FlipX and flipY specify whether the texture portion should be flipped horizontally or vertically.
        Parameters:
        x - the x-coordinate in screen space
        y - the y-coordinate in screen space
        width - the width in pixels
        height - the height in pixels
        srcX - the x-coordinate in texel space
        srcY - the y-coordinate in texel space
        srcWidth - the source with in texels
        srcHeight - the source height in texels
        flipX - whether to flip the sprite horizontally
        flipY - whether to flip the sprite vertically
      • draw

        void draw​(com.badlogic.gdx.graphics.Texture texture,
                  float x,
                  float y,
                  int srcX,
                  int srcY,
                  int srcWidth,
                  int srcHeight)
        Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. The portion of the Texture given by srcX, srcY and srcWidth, srcHeight are used. These coordinates and sizes are given in texels.
        Parameters:
        x - the x-coordinate in screen space
        y - the y-coordinate in screen space
        srcX - the x-coordinate in texel space
        srcY - the y-coordinate in texel space
        srcWidth - the source with in texels
        srcHeight - the source height in texels
      • draw

        void draw​(com.badlogic.gdx.graphics.Texture texture,
                  float x,
                  float y,
                  float width,
                  float height,
                  float u,
                  float v,
                  float u2,
                  float v2)
        Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. The portion of the Texture given by u, v and u2, v2 are used. These coordinates and sizes are given in texture size percentage. The rectangle will have the given tint Color.
        Parameters:
        x - the x-coordinate in screen space
        y - the y-coordinate in screen space
        width - the width in pixels
        height - the height in pixels
      • draw

        void draw​(com.badlogic.gdx.graphics.Texture texture,
                  float x,
                  float y)
        Draws a rectangle with the bottom left corner at x,y having the width and height of the texture.
        Parameters:
        x - the x-coordinate in screen space
        y - the y-coordinate in screen space
      • draw

        void draw​(com.badlogic.gdx.graphics.Texture texture,
                  float x,
                  float y,
                  float width,
                  float height)
        Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
      • draw

        void draw​(com.badlogic.gdx.graphics.Texture texture,
                  float[] spriteVertices,
                  int offset,
                  int count)
        Draws a rectangle using the given vertices. There must be 4 vertices, each made up of 5 elements in this order: x, y, color, u, v. The getColor() from the Batch is not applied.
      • draw

        void draw​(TextureRegion region,
                  float x,
                  float y)
        Draws a rectangle with the bottom left corner at x,y having the width and height of the region.
      • draw

        void draw​(TextureRegion region,
                  float x,
                  float y,
                  float width,
                  float height)
        Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
      • draw

        void draw​(TextureRegion region,
                  float x,
                  float y,
                  float originX,
                  float originY,
                  float width,
                  float height,
                  float scaleX,
                  float scaleY,
                  float rotation)
        Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height. The rectangle is offset by originX, originY relative to the origin. Scale specifies the scaling factor by which the rectangle should be scaled around originX, originY. Rotation specifies the angle of counter clockwise rotation of the rectangle around originX, originY.
      • draw

        void draw​(TextureRegion region,
                  float x,
                  float y,
                  float originX,
                  float originY,
                  float width,
                  float height,
                  float scaleX,
                  float scaleY,
                  float rotation,
                  boolean clockwise)
        Draws a rectangle with the texture coordinates rotated 90 degrees. The bottom left corner at x,y and stretching the region to cover the given width and height. The rectangle is offset by originX, originY relative to the origin. Scale specifies the scaling factor by which the rectangle should be scaled around originX, originY. Rotation specifies the angle of counter clockwise rotation of the rectangle around originX, originY.
        Parameters:
        clockwise - If true, the texture coordinates are rotated 90 degrees clockwise. If false, they are rotated 90 degrees counter clockwise.
      • draw

        void draw​(TextureRegion region,
                  float width,
                  float height,
                  com.badlogic.gdx.math.Affine2 transform)
        Draws a rectangle transformed by the given matrix.
      • flush

        void flush()
        Causes any pending sprites to be rendered, without ending the Batch.
      • disableBlending

        void disableBlending()
        Disables blending for drawing sprites. Calling this within begin()/end() will flush the batch.
      • enableBlending

        void enableBlending()
        Enables blending for drawing sprites. Calling this within begin()/end() will flush the batch.
      • setBlendFunction

        void setBlendFunction​(int srcFunc,
                              int dstFunc)
        Sets the blending function to be used when rendering sprites.
        Parameters:
        srcFunc - the source function, e.g. GL20.GL_SRC_ALPHA. If set to -1, Batch won't change the blending function.
        dstFunc - the destination function, e.g. GL20.GL_ONE_MINUS_SRC_ALPHA
      • setBlendFunctionSeparate

        void setBlendFunctionSeparate​(int srcFuncColor,
                                      int dstFuncColor,
                                      int srcFuncAlpha,
                                      int dstFuncAlpha)
        Sets separate (color/alpha) blending function to be used when rendering sprites.
        Parameters:
        srcFuncColor - the source color function, e.g. GL20.GL_SRC_ALPHA. If set to -1, Batch won't change the blending function.
        dstFuncColor - the destination color function, e.g. GL20.GL_ONE_MINUS_SRC_ALPHA.
        srcFuncAlpha - the source alpha function, e.g. GL20.GL_SRC_ALPHA.
        dstFuncAlpha - the destination alpha function, e.g. GL20.GL_ONE_MINUS_SRC_ALPHA.
      • getBlendSrcFunc

        int getBlendSrcFunc()
      • getBlendDstFunc

        int getBlendDstFunc()
      • getBlendSrcFuncAlpha

        int getBlendSrcFuncAlpha()
      • getBlendDstFuncAlpha

        int getBlendDstFuncAlpha()
      • getProjectionMatrix

        com.badlogic.gdx.math.Matrix4 getProjectionMatrix()
        Returns the current projection matrix. Changing this within begin()/end() results in undefined behaviour.
      • getTransformMatrix

        com.badlogic.gdx.math.Matrix4 getTransformMatrix()
        Returns the current transform matrix. Changing this within begin()/end() results in undefined behaviour.
      • setProjectionMatrix

        void setProjectionMatrix​(com.badlogic.gdx.math.Matrix4 projection)
        Sets the projection matrix to be used by this Batch. If this is called inside a begin()/end() block, the current batch is flushed to the gpu.
      • setTransformMatrix

        void setTransformMatrix​(com.badlogic.gdx.math.Matrix4 transform)
        Sets the transform matrix to be used by this Batch.
      • setShader

        void setShader​(ExtShaderProgram shader)
        Sets the shader to be used in a GLES 2.0 environment. Vertex position attribute is called "a_position", the texture coordinates attribute is called "a_texCoord0", the color attribute is called "a_color". See ExtShaderProgram.POSITION_ATTRIBUTE, ExtShaderProgram.COLOR_ATTRIBUTE and ExtShaderProgram.TEXCOORD_ATTRIBUTE which gets "0" appended to indicate the use of the first texture unit. The combined transform and projection matrx is uploaded via a mat4 uniform called "u_projTrans". The texture sampler is passed via a uniform called "u_texture".

        Call this method with a null argument to use the default shader.

        This method will flush the batch before setting the new shader, you can call it in between begin() and end().

        Parameters:
        shader - the ExtShaderProgram or null to use the default shader.
      • isBlendingEnabled

        boolean isBlendingEnabled()
        Returns:
        true if blending for sprites is enabled
      • isDrawing

        boolean isDrawing()
        Returns:
        true if currently between begin and end.