Interface ExtBatch

All Known Implementing Classes:
ExtSpriteBatch

public interface ExtBatch
  • Field Summary

    Fields
    Modifier and Type
    Field
    Description
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
    static final int
     
  • Method Summary

    Modifier and Type
    Method
    Description
    void
    Sets up the Batch for drawing.
    void
    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
    Enables blending for drawing sprites.
    void
    end()
    Finishes off rendering.
    void
    Causes any pending sprites to be rendered, without ending the Batch.
    int
     
    int
     
    int
     
    int
     
    com.badlogic.gdx.graphics.Color
     
    float
     
    com.badlogic.gdx.math.Matrix4
    Returns the current projection matrix.
     
    com.badlogic.gdx.math.Matrix4
    Returns the current transform matrix.
    boolean
     
    boolean
     
    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
    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.
  • Field Details

  • Method Details

    • 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(float r, float g, float b, float a)
      See Also:
    • 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.
    • 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.
    • getPackedColor

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

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

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

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

      ExtShaderProgram getShader()
      Returns:
      the current ExtShaderProgram set by setShader(ExtShaderProgram) or the defaultShader
    • 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.