@Override public Skin loadSync (AssetManager manager, String fileName, FileHandle file, SkinParameter parameter) { String textureAtlasPath = file.pathWithoutExtension() + ".atlas"; ObjectMap<String, Object> resources = null; if (parameter != null) { if (parameter.textureAtlasPath != null) { textureAtlasPath = parameter.textureAtlasPath; } if (parameter.resources != null) { resources = parameter.resources; } } TextureAtlas atlas = manager.get(textureAtlasPath, TextureAtlas.class); Skin skin = newSkin(atlas); if (resources != null) { for (Entry<String, Object> entry : resources.entries()) { skin.add(entry.key, entry.value); } } skin.load(file); return skin; }
/** 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 Skin loadSync (AssetManager manager, String fileName, FileHandle file, SkinParameter parameter) { String textureAtlasPath = file.pathWithoutExtension() + ".atlas"; ObjectMap<String, Object> resources = null; if (parameter != null) { if (parameter.textureAtlasPath != null) { textureAtlasPath = parameter.textureAtlasPath; } if (parameter.resources != null) { resources = parameter.resources; } } TextureAtlas atlas = manager.get(textureAtlasPath, TextureAtlas.class); Skin skin = newSkin(atlas); if (resources != null) { for (Entry<String, Object> entry : resources.entries()) { skin.add(entry.key, entry.value); } } skin.load(file); return skin; }
/** 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 Skin loadSync (AssetManager manager, String fileName, FileHandle file, SkinParameter parameter) { String textureAtlasPath = file.pathWithoutExtension() + ".atlas"; ObjectMap<String, Object> resources = null; if (parameter != null) { if (parameter.textureAtlasPath != null) { textureAtlasPath = parameter.textureAtlasPath; } if (parameter.resources != null) { resources = parameter.resources; } } TextureAtlas atlas = manager.get(textureAtlasPath, TextureAtlas.class); Skin skin = newSkin(atlas); if (resources != null) { for (Entry<String, Object> entry : resources.entries()) { skin.add(entry.key, entry.value); } } skin.load(file); return skin; }