@Override public Array<AssetDescriptor> getDependencies (String fileName, FileHandle file, BitmapFontParameter parameter) { Array<AssetDescriptor> deps = new Array(); if (parameter != null && parameter.bitmapFontData != null) { data = parameter.bitmapFontData; return deps; } data = new BitmapFontData(file, parameter != null && parameter.flip); if (parameter != null && parameter.atlasName != null) { deps.add(new AssetDescriptor(parameter.atlasName, TextureAtlas.class)); } else { for (int i = 0; i < data.getImagePaths().length; i++) { String path = data.getImagePath(i); FileHandle resolved = resolve(path); TextureLoader.TextureParameter textureParams = new TextureLoader.TextureParameter(); if (parameter != null) { textureParams.genMipMaps = parameter.genMipMaps; textureParams.minFilter = parameter.minFilter; textureParams.magFilter = parameter.magFilter; } AssetDescriptor descriptor = new AssetDescriptor(resolved, Texture.class, textureParams); deps.add(descriptor); } } return deps; }
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }
@Override public Array<AssetDescriptor> getDependencies (String fileName, FileHandle file, BitmapFontParameter parameter) { Array<AssetDescriptor> deps = new Array(); if (parameter != null && parameter.bitmapFontData != null) { data = parameter.bitmapFontData; return deps; } data = new BitmapFontData(file, parameter != null && parameter.flip); if (parameter != null && parameter.atlasName != null) { deps.add(new AssetDescriptor(parameter.atlasName, TextureAtlas.class)); } else { for (int i = 0; i < data.getImagePaths().length; i++) { String path = data.getImagePath(i); FileHandle resolved = resolve(path); TextureLoader.TextureParameter textureParams = new TextureLoader.TextureParameter(); if (parameter != null) { textureParams.genMipMaps = parameter.genMipMaps; textureParams.minFilter = parameter.minFilter; textureParams.magFilter = parameter.magFilter; } AssetDescriptor descriptor = new AssetDescriptor(resolved, Texture.class, textureParams); deps.add(descriptor); } } return deps; }
@Override public Array<AssetDescriptor> getDependencies (String fileName, FileHandle file, BitmapFontParameter parameter) { Array<AssetDescriptor> deps = new Array(); if (parameter != null && parameter.bitmapFontData != null) { data = parameter.bitmapFontData; return deps; } data = new BitmapFontData(file, parameter != null && parameter.flip); if (parameter != null && parameter.atlasName != null) { deps.add(new AssetDescriptor(parameter.atlasName, TextureAtlas.class)); } else { for (int i = 0; i < data.getImagePaths().length; i++) { String path = data.getImagePath(i); FileHandle resolved = resolve(path); TextureLoader.TextureParameter textureParams = new TextureLoader.TextureParameter(); if (parameter != null) { textureParams.genMipMaps = parameter.genMipMaps; textureParams.minFilter = parameter.minFilter; textureParams.magFilter = parameter.magFilter; } AssetDescriptor descriptor = new AssetDescriptor(resolved, Texture.class, textureParams); deps.add(descriptor); } } return deps; }