package gui.screens; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.graphics.Camera; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.glutils.ShaderProgram; import com.thesecretpie.shader.ShaderManager; import game.Hakd; import other.Util; public class HakdScreen implements Screen { int width = Gdx.graphics.getWidth(); int height = Gdx.graphics.getHeight(); Hakd game; Camera cam; SpriteBatch batch; final ShaderManager shaders; final AssetManager assets; public HakdScreen(Hakd game) { this.game = game; batch = new SpriteBatch(); assets = Hakd.assets; ShaderProgram.pedantic = false; shaders = new ShaderManager(Util.ASSETS + "shaders", assets); loadShaders(); } private void loadShaders() { shaders.add("bloom", "default.vert", "bloom.frag"); shaders.createFB("bloom_fb"); shaders.add("default", "default.vert", "default.frag"); shaders.createFB("default_fb"); shaders.add("lines", "lines.vert", "lines.frag"); shaders.createFB("lines_fb"); } @Override public void show() { } @Override public void render(float delta) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT | (Gdx.graphics.getBufferFormat().coverageSampling ? GL20.GL_COVERAGE_BUFFER_BIT_NV : 0)); cam.update(); } @Override public void resize(int width, int height) { } @Override public void hide() { dispose(); } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { Gdx.input.setInputProcessor(null); batch.dispose(); } public int getWidth() { return width; } public void setWidth(int width) { this.width = width; } public int getHeight() { return height; } public void setHeight(int height) { this.height = height; } public Game getGame() { return game; } public void setGame(Game game) { this.game = (Hakd) game; } public SpriteBatch getBatch() { return batch; } public void setBatch(SpriteBatch batch) { this.batch = batch; } public Camera getCam() { return cam; } public void setCam(OrthographicCamera cam) { this.cam = cam; } public AssetManager getAssets() { return assets; } }