~repos /gdx-studio
git clone https://pyrossh.dev/repos/gdx-studio.git
An IDE for creating Games using libgdx and Java supported on all platforms Android, iOS, Desktop
9b568883
—
pyros2097 11 years ago
minor fixes
- src/gdxstudio/Frame.java +3 -3
- src/gdxstudio/panel/OptionsPanel.java +6 -3
- test/source/Splash.java +0 -106
src/gdxstudio/Frame.java
CHANGED
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@@ -143,7 +143,7 @@ final public class Frame extends JFrame implements WindowListener{
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143
143
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propertyPanel.clear();
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144
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eventPanel.clear();
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145
145
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146
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-
sceneEffectPanel.update();
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146
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+
//sceneEffectPanel.update();
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147
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projectPanel.update();
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148
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projectSettingsPanel.update();
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149
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eventPanel.update();
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@@ -165,7 +165,7 @@ final public class Frame extends JFrame implements WindowListener{
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165
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}
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166
166
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167
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private static void enableProject(){
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168
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-
enablePanel(toolBar);
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168
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+
//enablePanel(toolBar);
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enablePanel(content);
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enablePanel(rightSideBar);
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enablePanel(leftSideBar);
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@@ -176,7 +176,7 @@ final public class Frame extends JFrame implements WindowListener{
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176
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}
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private static void disableProject(){
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179
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-
disablePanel(toolBar);
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179
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+
//disablePanel(toolBar);
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disablePanel(content);
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disablePanel(rightSideBar);
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disablePanel(leftSideBar);
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src/gdxstudio/panel/OptionsPanel.java
CHANGED
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@@ -57,9 +57,12 @@ public class OptionsPanel extends JPanel implements ActionListener {
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57
57
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menuItem(content1, right, "Show Right SideBar");
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58
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menuItem(content1, status, "Show StatusBar");
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59
59
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row1.add(content1);
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60
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+
/*
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61
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+
* Rewrite this with first launch
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62
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+
*/
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60
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-
if(!left.load()) Frame.toggleLeftSideBar();
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63
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+
//if(!left.load()) Frame.toggleLeftSideBar();
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61
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-
if(!right.load()) Frame.toggleRightSideBar();
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64
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+
//if(!right.load()) Frame.toggleRightSideBar();
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62
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-
if(!status.load()) Frame.toggleStatusBar();
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65
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+
//if(!status.load()) Frame.toggleStatusBar();
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63
66
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left.addActionListener(new ActionListener(){
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@Override
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65
68
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public void actionPerformed(ActionEvent arg0) {
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test/source/Splash.java
CHANGED
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@@ -1,106 +0,0 @@
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1
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-
package source;
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2
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-
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3
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-
import com.badlogic.gdx.Gdx;
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4
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-
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5
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-
import com.badlogic.gdx.graphics.Color;
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6
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-
import com.badlogic.gdx.graphics.Texture;
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7
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import com.badlogic.gdx.scenes.scene2d.Actor;
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8
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import com.badlogic.gdx.scenes.scene2d.Action;
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9
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import com.badlogic.gdx.scenes.scene2d.actions.Actions;
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10
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-
import com.badlogic.gdx.scenes.scene2d.ui.Image;
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-
import com.badlogic.gdx.scenes.scene2d.ui.Label;
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-
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
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-
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import scene2d.*;
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-
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-
/** A Basic SplashScreen for the Game
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-
* <p>
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* The SplashScene loads all the splash assets to be shown directly from the file system
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* manually, so all the loaded assets have to be disposed manually because we are
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* most probably going to use them only once throughout the game.
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* <p>
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* @author pyros2097 */
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23
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-
public class Splash extends Scene {
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Texture bg1, bg2;
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-
String loadingText = "Loading";
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26
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-
int textlen = 7;
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27
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Label loadingLabel;
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-
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public Splash(){
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Asset.skin = new Skin(Gdx.files.internal("skin/uiskin.json"));
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bg1 = new Texture("splash/libgdx.png");
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bg2 = new Texture("splash/libgdx.png");
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-
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final Image imgbg1 = new Image(bg1);
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final Image imgbg2 = new Image(bg1);
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imgbg1.setFillParent(true);
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imgbg2.setFillParent(true);
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loadingLabel = new Label(loadingText, Asset.skin);
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39
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loadingLabel.setColor(Color.BLACK);
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40
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loadingLabel.setFontScale(3f);
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41
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addActor(imgbg1);
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42
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addActor(imgbg2);
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43
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addActor(loadingLabel, targetWidth/2, 23f);
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44
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addAction(Actions.sequence(Actions.delay(4f), Actions.removeActor(imgbg1)
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45
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-
, Actions.delay(4f), Actions.removeActor(imgbg2)));
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46
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-
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47
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loadingLabel.addAction(Actions.forever(Actions.forever(Actions.sequence(
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48
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Actions.delay(0.5f), new Action(){
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49
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@Override
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50
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public boolean act(float delta){
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51
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-
if(loadingLabel.getText().length() == textlen){
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52
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-
if(textlen == 11){
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53
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loadingText = "Loading";
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54
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-
loadingLabel.setText(loadingText);
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55
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textlen = 7;
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56
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}
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57
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loadingLabel.setText(loadingText);
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58
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loadingText+= ".";
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59
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-
textlen += 1;
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60
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}
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61
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-
return false;
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62
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-
}
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63
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-
}))));
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64
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-
}
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65
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-
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66
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-
@Override
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67
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-
public void onClick(Actor actor){}
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68
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-
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69
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-
@Override
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70
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-
public void onTouchDown(Actor actor){}
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71
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-
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72
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-
@Override
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73
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public void onTouchUp(){}
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74
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-
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75
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-
@Override
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76
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-
public void onDragged(){}
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77
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-
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78
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@Override
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79
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-
public void onGesture(GestureType type){}
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80
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-
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81
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@Override
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82
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public void onKeyTyped(char key){
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83
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}
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84
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-
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85
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@Override
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86
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public void onKeyUp(int keycode){
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87
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}
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88
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-
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89
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@Override
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90
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public void onKeyDown(int keycode){
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91
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}
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92
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-
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93
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@Override
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94
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public void onPause(){
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95
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}
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96
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-
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97
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-
@Override
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98
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-
public void onResume(){
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99
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-
}
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100
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-
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101
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@Override
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102
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-
public void onDispose() {
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103
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-
bg1.dispose();
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104
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-
bg2.dispose();
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105
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-
}
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106
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-
}
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