com.badlogic.gdx.Graphics.getHeight()方法的使用及代码示例

x33g5p2x  于2022-01-20 转载在 其他  
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本文整理了Java中com.badlogic.gdx.Graphics.getHeight()方法的一些代码示例,展示了Graphics.getHeight()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Graphics.getHeight()方法的具体详情如下:
包路径:com.badlogic.gdx.Graphics
类名称:Graphics
方法名:getHeight

Graphics.getHeight介绍

暂无

代码示例

代码示例来源:origin: libgdx/libgdx

/** Returns the top gutter (black bar) height in screen coordinates. */
  public int getTopGutterHeight () {
    return Gdx.graphics.getHeight() - (screenY + screenHeight);
  }
}

代码示例来源:origin: libgdx/libgdx

@Override
public boolean touchDown (int x, int y, int pointer, int button) {
  position.x = x;
  position.y = Gdx.graphics.getHeight() - y;
  return true;
}

代码示例来源:origin: libgdx/libgdx

/**
 * Convers an y-coordinate given in backbuffer coordinates to
 * logical screen coordinates
 */
public static int toLogicalY(int backBufferY) {
  return (int)(backBufferY * Gdx.graphics.getHeight() / (float)Gdx.graphics.getBackBufferHeight());
}

代码示例来源:origin: libgdx/libgdx

/**
   * Convers an y-coordinate given in backbuffer coordinates to
   * logical screen coordinates
   */
  public static int toBackBufferY(int logicalY) {
    return (int)(logicalY * Gdx.graphics.getBackBufferHeight() / (float)Gdx.graphics.getHeight());
  }
}

代码示例来源:origin: libgdx/libgdx

/**
 * Convers an y-coordinate given in backbuffer coordinates to
 * logical screen coordinates
 */
public static int toLogicalY(int backBufferY) {
  return (int)(backBufferY * Gdx.graphics.getHeight() / (float)Gdx.graphics.getBackBufferHeight());
}

代码示例来源:origin: libgdx/libgdx

/**
   * Convers an y-coordinate given in backbuffer coordinates to
   * logical screen coordinates
   */
  public static int toBackBufferY(int logicalY) {
    return (int)(logicalY * Gdx.graphics.getBackBufferHeight() / (float)Gdx.graphics.getHeight());
  }
}

代码示例来源:origin: libgdx/libgdx

/** Function to translate a point given in screen coordinates to world space. It's the same as GLU gluUnProject but does not
 * rely on OpenGL. The viewport is assumed to span the whole screen and is fetched from {@link Graphics#getWidth()} and
 * {@link Graphics#getHeight()}. The x- and y-coordinate of vec are assumed to be in screen coordinates (origin is the top left
 * corner, y pointing down, x pointing to the right) as reported by the touch methods in {@link Input}. A z-coordinate of 0
 * will return a point on the near plane, a z-coordinate of 1 will return a point on the far plane.
 * @param screenCoords the point in screen coordinates
 * @return the mutated and unprojected screenCoords {@link Vector3} */
public Vector3 unproject (Vector3 screenCoords) {
  unproject(screenCoords, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
  return screenCoords;
}

代码示例来源:origin: libgdx/libgdx

@Override
  public void resize (int width, int height) {
    float ratio = ((float)Gdx.graphics.getWidth() / (float)Gdx.graphics.getHeight());
    int h = 10;
    int w = (int)(h * ratio);
    camera = new OrthographicCamera(w, h);
  }
}

代码示例来源:origin: libgdx/libgdx

/** Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at
 * (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down.
 * @param yDown whether y should be pointing down */
public void setToOrtho (boolean yDown) {
  setToOrtho(yDown, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}

代码示例来源:origin: libgdx/libgdx

@Override
public boolean zoom (float initialDistance, float distance) {
  float newZoom = distance - initialDistance;
  float amount = newZoom - previousZoom;
  previousZoom = newZoom;
  float w = Gdx.graphics.getWidth(), h = Gdx.graphics.getHeight();
  return controller.pinchZoom(amount / ((w > h) ? h : w));
}

代码示例来源:origin: libgdx/libgdx

/** Calculates a scissor rectangle using 0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight() as the viewport.
 * @see #calculateScissors(Camera, float, float, float, float, Matrix4, Rectangle, Rectangle) */
public static void calculateScissors (Camera camera, Matrix4 batchTransform, Rectangle area, Rectangle scissor) {
  calculateScissors(camera, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), batchTransform, area, scissor);
}

代码示例来源:origin: libgdx/libgdx

/** Creates a stage with the specified viewport and batch. This can be used to avoid creating a new batch (which can be
 * somewhat slow) if multiple stages are used during an application's life time.
 * @param batch Will not be disposed if {@link #dispose()} is called, handle disposal yourself. */
public Stage (Viewport viewport, Batch batch) {
  if (viewport == null) throw new IllegalArgumentException("viewport cannot be null.");
  if (batch == null) throw new IllegalArgumentException("batch cannot be null.");
  this.viewport = viewport;
  this.batch = batch;
  root = new Group();
  root.setStage(this);
  viewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
}

代码示例来源:origin: libgdx/libgdx

@Override
public boolean touchDragged (int screenX, int screenY, int pointer) {
  boolean result = super.touchDragged(screenX, screenY, pointer);
  if (result || this.button < 0) return result;
  final float deltaX = (screenX - startX) / Gdx.graphics.getWidth();
  final float deltaY = (startY - screenY) / Gdx.graphics.getHeight();
  startX = screenX;
  startY = screenY;
  return process(deltaX, deltaY, button);
}

代码示例来源:origin: libgdx/libgdx

/** Transforms a point to real screen coordinates (as opposed to OpenGL ES window coordinates), where the origin is in the top
 * left and the the y-axis is pointing downwards. */
public Vector2 toScreenCoordinates (Vector2 worldCoords, Matrix4 transformMatrix) {
  tmp.set(worldCoords.x, worldCoords.y, 0);
  tmp.mul(transformMatrix);
  camera.project(tmp);
  tmp.y = Gdx.graphics.getHeight() - tmp.y;
  worldCoords.x = tmp.x;
  worldCoords.y = tmp.y;
  return worldCoords;
}

代码示例来源:origin: libgdx/libgdx

/** Transforms a point to real screen coordinates (as opposed to OpenGL ES window coordinates), where the origin is in the top
 * left and the the y-axis is pointing downwards. */
public Vector2 toScreenCoordinates (Vector2 worldCoords, Matrix4 transformMatrix) {
  tmp.set(worldCoords.x, worldCoords.y, 0);
  tmp.mul(transformMatrix);
  camera.project(tmp);
  tmp.y = Gdx.graphics.getHeight() - tmp.y;
  worldCoords.x = tmp.x;
  worldCoords.y = tmp.y;
  return worldCoords;
}

代码示例来源:origin: libgdx/libgdx

@Override
public void render () {
  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  batch.begin();
  font.draw(batch, message, 20, Gdx.graphics.getHeight() - 20);
  batch.end();
}

代码示例来源:origin: libgdx/libgdx

@Override
public void render () {
  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  batch.begin();
  font.draw(batch, message, 20, Gdx.graphics.getHeight() - 20);
  batch.end();
}

代码示例来源:origin: libgdx/libgdx

public ShapeRenderer (int maxVertices, ShaderProgram defaultShader) {
  if (defaultShader == null) {
    renderer = new ImmediateModeRenderer20(maxVertices, false, true, 0);
  } else {
    renderer = new ImmediateModeRenderer20(maxVertices, false, true, 0, defaultShader);
  }
  projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
  matrixDirty = true;
}

代码示例来源:origin: libgdx/libgdx

public ShapeRenderer (int maxVertices, ShaderProgram defaultShader) {
  if (defaultShader == null) {
    renderer = new ImmediateModeRenderer20(maxVertices, false, true, 0);
  } else {
    renderer = new ImmediateModeRenderer20(maxVertices, false, true, 0, defaultShader);
  }
  projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
  matrixDirty = true;
}

代码示例来源:origin: libgdx/libgdx

@Override
public void render () {
  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  batch.begin();
  batch.draw(texture, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
  batch.end();
  
  Pixmap pixmap = ScreenUtils.getFrameBufferPixmap(0,  0,  Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
  int color = pixmap.getPixel(0, pixmap.getHeight() - 1);
  Gdx.app.log("AlphaTest", Integer.toHexString(color));
  pixmap.dispose();
}

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