本文整理了Java中com.badlogic.gdx.scenes.scene2d.ui.Image
类的一些代码示例,展示了Image
类的具体用法。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。Image
类的具体详情如下:
包路径:com.badlogic.gdx.scenes.scene2d.ui.Image
类名称:Image
[英]Displays a Drawable, scaled various way within the widgets bounds. The preferred size is the min size of the drawable. Only when using a TextureRegionDrawable will the actor's scale, rotation, and origin be used when drawing.
[中]在窗口小部件范围内以各种方式显示可绘制、缩放的窗口小部件。首选尺寸为可拉深件的最小尺寸。只有在使用TextureRegionRavable时,才会在绘制时使用演员的比例、旋转和原点。
代码示例来源:origin: libgdx/libgdx
@Override
public void create () {
stage = new Stage();
texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
img = new Image(new TextureRegion(texture));
img.setSize(100, 100);
img.setOrigin(50, 50);
img.setPosition(100, 100);
img2 = new Image(new TextureRegion(texture));
img2.setSize(100, 100);
img2.setOrigin(50, 50);
img2.setPosition(100, 100);
img3 = new Image(new TextureRegion(texture));
img3.setSize(100, 100);
img3.setOrigin(50, 50);
img3.setPosition(100, 100);
stage.addActor(img);
stage.addActor(img2);
stage.addActor(img3);
img.addAction(sequence());
img2.addAction(parallel(sequence(), moveBy(100, 0, 1)));
img3.addAction(sequence(parallel(moveBy(100, 200, 2)), Actions.run(this)));
}
代码示例来源:origin: libgdx/libgdx
public void layout () {
if (drawable == null) return;
float regionWidth = drawable.getMinWidth();
float regionHeight = drawable.getMinHeight();
float width = getWidth();
float height = getHeight();
Vector2 size = scaling.apply(regionWidth, regionHeight, width, height);
imageWidth = size.x;
imageHeight = size.y;
if ((align & Align.left) != 0)
imageX = 0;
else if ((align & Align.right) != 0)
imageX = (int)(width - imageWidth);
else
imageX = (int)(width / 2 - imageWidth / 2);
if ((align & Align.top) != 0)
imageY = (int)(height - imageHeight);
else if ((align & Align.bottom) != 0)
imageY = 0;
else
imageY = (int)(height / 2 - imageHeight / 2);
}
代码示例来源:origin: libgdx/libgdx
/** @param drawable May be null. */
public Image (Drawable drawable, Scaling scaling, int align) {
setDrawable(drawable);
this.scaling = scaling;
this.align = align;
setSize(getPrefWidth(), getPrefHeight());
}
代码示例来源:origin: libgdx/libgdx
public void draw (Batch batch, float parentAlpha) {
validate();
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
float x = getX();
float y = getY();
float scaleX = getScaleX();
float scaleY = getScaleY();
if (drawable instanceof TransformDrawable) {
float rotation = getRotation();
if (scaleX != 1 || scaleY != 1 || rotation != 0) {
((TransformDrawable)drawable).draw(batch, x + imageX, y + imageY, getOriginX() - imageX, getOriginY() - imageY,
imageWidth, imageHeight, scaleX, scaleY, rotation);
return;
}
}
if (drawable != null) drawable.draw(batch, x + imageX, y + imageY, imageWidth * scaleX, imageHeight * scaleY);
}
代码示例来源:origin: libgdx/libgdx
public void create () {
stage = new Stage();
Gdx.input.setInputProcessor(stage);
texture = new Texture("data/group-debug.png");
Image image = new Image(texture);
image.setScaling(Scaling.fit);
image.setBounds(100, 100, 400, 200);
stage.addActor(image);
Image image2 = new Image(texture);
image2.setScaling(Scaling.fit);
image.setBounds(100, 100, 400, 200);
image2.setOrigin(200, 100);
image2.setScale(0.5f);
stage.addActor(image2);
}
代码示例来源:origin: SquidPony/SquidLib
/**
* Creates a Image Actor that should look like the glyph '^' in this font, but will be rotate-able.
* @param color a Color to tint the '^' with
* @return the Actor, with no position set.
*/
public Image makeDirectionMarker(Color color) {
if (!initialized) {
throw new IllegalStateException("This factory has not yet been initialized!");
}
Image im = new Image(dirMarker);
im.setColor(scc.filter(color));
im.setSize(actualCellWidth, actualCellHeight + (distanceField ? 1 : 0)); // - lineHeight / actualCellHeight //+ lineTweak * 1f
im.setOrigin(1); //center
return im;
}
代码示例来源:origin: com.lwgame.gdx/core
@Override
public void create() {
texture = new Texture("badlogic.jpg");
Image image = new Image(texture);
image.setPosition((stage.getWidth() - image.getWidth()) / 2, (stage.getHeight() - image.getHeight()) / 2);
stage.addActor(image);
}
代码示例来源:origin: xietansheng/Game2048ForGDX
bgImage = new Image(getMainGame().getAtlas().findRegion(Res.AtlasNames.GAME_BLANK));
bgImage.setColor(bgColor);
bgImage.setOrigin(0, 0);
bgImage.setScale(getWidth() / bgImage.getWidth(), getHeight() / bgImage.getHeight());
addActor(bgImage);
代码示例来源:origin: Var3D/var3dframe
public UI<Image> getImage(String name, float width, float height, int left, int right, int top, int bottom) {
Image image = new Image(getNinePatch(name, left, right, top, bottom));
image.setSize(width, height);
return getUI(image);
}
代码示例来源:origin: SquidPony/SquidLib
/**
* Converts a TextureRegion into an Image, or if the argument s is null, creates an Image of a solid block. Can be
* used for preparing images for animation effects. Ensures the returned Image has the given width and height.
* @param tr a TextureRegion to make into an Actor, which can be null for a solid block.
* @param color a Color to tint tr with.
* @return the Actor, with no position set.
*/
public Actor makeActor(TextureRegion tr, Color color, float width, float height) {
if (!initialized) {
throw new IllegalStateException("This factory has not yet been initialized!");
}
if (tr == null) {
Image im = new Image(block);
im.setColor(scc.filter(color));
im.setSize(width, height);
// im.setPosition(x - width * 0.5f, y - height * 0.5f, Align.center);
return im;
} else {
Image im = new Image(tr);
im.setColor(scc.filter(color));
im.setSize(width, height);
// im.setPosition(x - width * 0.5f, y - height * 0.5f, Align.center);
return im;
}
}
代码示例来源:origin: peakgames/libgdx-stagebuilder
backgroundImage = new Image(atlas.findRegion(backgroundFrame));
foregroundImage = new Image(atlas.findRegion(foregroundFrame));
this.boundaryHeight = resolutionHelper.getScreenHeight();
setSize(boundaryWidth, boundaryHeight);
backgroundImage.setPosition(boundaryWidth / 2 - this.backgroundImage.getWidth() / 2, boundaryHeight / 2 - this.backgroundImage.getHeight() / 2);
foregroundImage.setPosition(boundaryWidth / 2 - this.foregroundImage.getWidth() / 2, boundaryHeight / 2 - this.foregroundImage.getHeight() / 2);
if(messageLabel != null) {
messageLabel.setPosition(boundaryWidth / 2 - halfOfMessageLabelWidth, boundaryHeight / 2 - halfOfMessageLabelHeight);
backgroundImage.setSize(boundaryWidth, boundaryHeight);
foregroundImage.setSize(boundaryWidth, boundaryHeight);
if(messageLabel != null) {
messageLabel.setPosition(backgroundImage.getWidth() / 2 - halfOfMessageLabelWidth, backgroundImage.getHeight() / 2 - halfOfMessageLabelHeight);
foregroundImage.setOrigin(foregroundImage.getWidth() / 2, foregroundImage.getHeight() / 2);
backgroundImage.setOrigin(backgroundImage.getWidth() / 2, backgroundImage.getHeight() / 2);
代码示例来源:origin: xietansheng/Game2048ForGDX
bgImage = new Image(getMainGame().getAtlas().findRegion(Res.AtlasNames.GAME_BLANK));
bgImage.setColor(bgColor);
bgImage.setOrigin(0, 0);
bgImage.setScale(getWidth() / bgImage.getWidth(), getHeight() / bgImage.getHeight());
addActor(bgImage);
helpContentImage = new Image(getMainGame().getAtlas().findRegion(Res.AtlasNames.GAME_HELP_BG));
helpContentImage.setX(getWidth() / 2 - helpContentImage.getWidth() / 2);
helpContentImage.setY(getHeight() - helpContentImage.getHeight());
addActor(helpContentImage);
代码示例来源:origin: libgdx/libgdx
ui = new Stage(new ScreenViewport());
Image blend = new Image(new TextureRegion(uiTexture, 0, 0, 64, 32));
blend.setAlign(Align.center);
blend.setScaling(Scaling.none);
blend.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
if (stage.getBatch().isBlendingEnabled())
blend.setY(ui.getHeight() - 64);
Image rotate = new Image(new TextureRegion(uiTexture, 64, 0, 64, 32));
rotate.setAlign(Align.center);
rotate.setScaling(Scaling.none);
rotate.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
rotateSprites = !rotateSprites;
rotate.setPosition(64, blend.getY());
Image scale = new Image(new TextureRegion(uiTexture, 64, 32, 64, 32));
scale.setAlign(Align.center);
scale.setScaling(Scaling.none);
scale.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
scaleSprites = !scaleSprites;
scale.setPosition(128, blend.getY());
代码示例来源:origin: libgdx/libgdx
public ImageButton (ImageButtonStyle style) {
super(style);
image = new Image();
image.setScaling(Scaling.fit);
add(image);
setStyle(style);
setSize(getPrefWidth(), getPrefHeight());
}
代码示例来源:origin: xietansheng/Game2048ForGDX
bgImage = new Image(getMainGame().getAtlas().findRegion(Res.AtlasNames.GAME_BLANK));
bgImage.setColor(bgColor);
bgImage.setOrigin(0, 0);
bgImage.setScaleX(getWidth() / bgImage.getWidth());
addActor(bgImage);
bgImage.setScaleY(getHeight() / bgImage.getHeight());
代码示例来源:origin: libgdx/libgdx
private void fillGroup (Group group, Texture texture) {
float advance = 32 + SPACING;
for (int y = 0; y < NUM_SPRITES * advance; y += advance)
for (int x = 0; x < NUM_SPRITES * advance; x += advance) {
Image img = new Image(new TextureRegion(texture));
img.setAlign(Align.center);
img.setScaling(Scaling.none);
img.setBounds(x, y, 32, 32);
img.setOrigin(16, 16);
group.addActor(img);
sprites.add(img);
}
}
代码示例来源:origin: libgdx/libgdx
public CheckBox (String text, CheckBoxStyle style) {
super(text, style);
clearChildren();
Label label = getLabel();
imageCell = add(image = new Image(style.checkboxOff, Scaling.none));
add(label);
label.setAlignment(Align.left);
setSize(getPrefWidth(), getPrefHeight());
}
代码示例来源:origin: peakgames/libgdx-stagebuilder
public ToggleWidget(ToggleWidgetStyle style) {
this.style = style;
background = new Image(style.backgroundDrawable);
addActor(background);
toggleButton = new Image(style.toggleButtonDrawable);
addActor(toggleButton);
float width = background.getWidth();
float height = Math.max(toggleButton.getHeight(), background.getHeight());
setWidth(width);
setHeight(height);
background.setY((getHeight()-background.getHeight())/2);
toggleButton.setY((getHeight()-toggleButton.getHeight())/2);
addListener(new ToggleWidgetClickListener());
maxButtonX = getWidth() - toggleButton.getWidth();
minButtonX = 0;
minButtonX += style.toggleButtonPadding/2;
maxButtonX -= style.toggleButtonPadding/2;
isLeft = true;
toggleButton.setX(minButtonX);
}
代码示例来源:origin: peakgames/libgdx-stagebuilder
private void prepareBackgroundImage(AssetsInterface assets, float sizeMult) {
TextureAtlas atlas = assets.getTextureAtlas(this.atlasName);
this.backgroundImage = new Image(atlas.findRegion(this.backgroundImageFrame));
this.backgroundImage.setWidth(this.backgroundImage.getWidth() * sizeMult);
this.backgroundImage.setHeight(this.backgroundImage.getHeight() * sizeMult);
}
代码示例来源:origin: kotcrab/vis-ui
public void draw (Batch batch, Image parent) {
ShaderProgram originalShader = batch.getShader();
batch.setShader(gridShader);
gridShader.setUniformf("u_width", parent.getWidth());
gridShader.setUniformf("u_height", parent.getHeight());
gridShader.setUniformf("u_gridSize", gridSize);
batch.draw(whiteTexture, parent.getX() + parent.getImageX(), parent.getY() + parent.getImageY(),
parent.getImageWidth() * parent.getScaleX(), parent.getImageHeight() * parent.getScaleY());
batch.setShader(originalShader);
}
}
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