com.annahid.libs.artenus.graphics
TextureManager
Serves as the central point to manipulate Texture objects in the framework. It provides
methods to create, load and unload textures and it will make sure that textures that are used are
valid. This class handles the "loading" of graphical assets when your game starts up, or before
every scene with local assets. But this procedure is effectively hidden from the developer and
you do not need to worry about creating your own loading screens and texture handling.
public final class TextureManager
Constructor Summary
Modifier and Type | Constructor and Description |
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public | TextureManager() |
Method Summary
Modifier and Type | Method and Description |
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public static void | add(int... textureSet) Declares textures for the current context. |
public static void | addLocal(int... textureSet) Declares local textures for a scene. |
public static TextureManager.States | getCurrentState() Gets the current state of the texture manager. |
public static Font | getFont(int resourceId) Gets the Font associated with the given resource identifier. |
public static int | getLoadedCount() Gets the number of textures that are loaded and ready to be displayed. |
public static Texture | getLoadingTexture() Gets the texture displayed in the loading screen. |
public static int | getLoadingTextureHeight() Gets the height of the texture displayed in the loading screen. |
public static int | getLoadingTextureWidth() Gets the width of the texture displayed in the loading screen. |
public static ShaderProgram | getShaderProgram() Gets the shader program used to draw textured entities in the framework. |
public static Texture | getTexture(int resourceId) Gets the Texture associated with the given resource identifier. |
public static int | getTextureCount() Gets the number of textures currently managed by the texture manager. |
public static float | getTextureScalingFactor() Retrieves the texture scaling factor. |
public static void | loadTextures() Loads all the textures. |
public static void | setLoadingTexture(int resId) Sets the texture displayed in the loading screen. |
public static void | setTextureScalingFactor(float factor) Called by the stage to set the scaling factor. |
public static void | unloadAll() Unloads all textures and clears the list. |
public static void | unloadLocal() Unloads local textures previously loaded using addLocal(int...) . |
public static void | unloadTextures() Unloads the textures, but keeps the bookkeeping information. |
Methods inherited from java.lang.Object
clone
, equals
, finalize
, getClass
, hashCode
, notify
, notifyAll
, toString
, wait
, wait
, wait
Method Detail
add | ||
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public static void add( int... textureSet ) Declares textures for the current context. This method is one of the building blocks of the
"loading" procedure in the game. It should be called from the onLoadStage(Stage)
method of StageManager. All textures used widely throughout the game should be
introduced using this method. Textures loaded using this method will always be available. Be
careful not to load a lot of textures using this method and consider memory constraints on
your target devices. If you have textures that are only used in some scenes, consider using
local loading of those textures instead of globally loading them using this method. Parameters:
See Also:
|
addLocal | ||
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public static void addLocal( int... textureSet ) Declares local textures for a scene. This method should be called within the
onLocalLoad() method of the Scene class.Parameters:
See Also:
|
getCurrentState |
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public static TextureManager.States getCurrentState() Gets the current state of the texture manager. Returns:
The state |
getFont | ||
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public static Font getFont( int resourceId ) Gets the Font associated with the given resource identifier. If the given resource
identifier does not represent a font this method might throw an exception. Parameters:
Returns:
The Font corresponding to the resource identifier or null if the
font has not been set up in the texture manager See Also:
|
getLoadedCount |
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public static int getLoadedCount() Gets the number of textures that are loaded and ready to be displayed. Returns:
Number of textures |
getLoadingTexture |
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public static Texture getLoadingTexture() Gets the texture displayed in the loading screen. The framework has a default loading texture,
but it can also be modified for each game. Returns:
The loading texture |
getLoadingTextureHeight |
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public static int getLoadingTextureHeight() Gets the height of the texture displayed in the loading screen. Returns:
The height of the loading texture |
getLoadingTextureWidth |
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public static int getLoadingTextureWidth() Gets the width of the texture displayed in the loading screen. Returns:
The width of the loading texture |
getShaderProgram |
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public static ShaderProgram getShaderProgram() Gets the shader program used to draw textured entities in the framework. Returns:
The shader program |
getTexture | ||
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public static Texture getTexture( int resourceId ) Gets the Texture associated with the given resource identifier. Parameters:
Returns:
The Texture corresponding to the resource identifier or null if
the texture has not been set up in the texture manager See Also:
|
getTextureCount |
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public static int getTextureCount() Gets the number of textures currently managed by the texture manager. Returns:
Number of textures |
getTextureScalingFactor |
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public static float getTextureScalingFactor() Retrieves the texture scaling factor. Normally the stage is assumed to have the smallest
dimension of 600. The smallest dimension means the the width in portrait mode and height in
landscape mode. If the real dimensions is larger that this, textures are scaled to maintain
this perception from the developer's point of view. This method yields the scaling factor
used. Returns:
The texture scaling factor. |
loadTextures |
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public static void loadTextures() Loads all the textures. This is part of the "loading" process and normally the loading
screen is displayed before this method starts. Manual use of this method is not recommended. |
setLoadingTexture | ||
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public static void setLoadingTexture( int resId ) Sets the texture displayed in the loading screen. It is recommended that you don't call this
method directly and use Stage attributes to set the loading texture. Parameters:
See Also:
|
setTextureScalingFactor | ||
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public static void setTextureScalingFactor( float factor ) Called by the stage to set the scaling factor. You should not call this method manually. Parameters:
See Also:
|
unloadAll |
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public static void unloadAll() Unloads all textures and clears the list. After calling this method,
add(int...) needs to be called again to add a new set of textures. |
unloadLocal |
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public static void unloadLocal() Unloads local textures previously loaded using addLocal(int...) . This method is
called internally and you do not need to manually handle the unloading of textures. |
unloadTextures |
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public static void unloadTextures() Unloads the textures, but keeps the bookkeeping information. This method is called
to temporarily free memory allocated to texture when the application is paused. This
method is called internally and manual use is not recommended. |