Java Code Examples for org.newdawn.slick.opengl.Texture#getTextureWidth()

The following examples show how to use org.newdawn.slick.opengl.Texture#getTextureWidth() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
/**
 * Setup.
 *
 * @param u the u
 * @return the shader args
 */
public static ShaderArgs setup(FightUnit u) {
	Unit unit = u.getUnit();
	ShaderArgs args = new ShaderArgs();
	if(unit.getTheClass().name.equals("Lord")) return args;
	String c = unit.functionalClassName();
	
	Texture t = palettes.get(c);
	if(t == null) return args;
	if(lookup.get(c) == null) return args;
	int offset = lookup.get(c).indexOf(unit.name);
	if(offset < 0) return args;
	args.programName = "paletteSwap";
	args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()};
	GL13.glActiveTexture(GL13.GL_TEXTURE8);
	t.bind();
	GL13.glActiveTexture(GL13.GL_TEXTURE0);
	return args;
}
 
Example 2
public static ShaderArgs setup(FightUnit u) {
	Unit unit = u.getUnit();
	ShaderArgs args = new ShaderArgs();
	if(unit.getTheClass().name.equals("Lord")) return args;
	String c = unit.functionalClassName();
	
	Texture t = palettes.get(c);
	if(t == null) return args;
	if(lookup.get(c) == null) return args;
	int offset = lookup.get(c).indexOf(unit.name);
	if(offset < 0) return args;
	args.programName = "paletteSwap";
	args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()};
	GL13.glActiveTexture(GL13.GL_TEXTURE8);
	t.bind();
	GL13.glActiveTexture(GL13.GL_TEXTURE0);
	return args;
}
 
Example 3
/**
 * Setup.
 *
 * @param u the u
 * @return the shader args
 */
public static ShaderArgs setup(Unit u) {
	ShaderArgs args = new ShaderArgs();
	int offset = u.getPartyColor().equals(Party.TEAM_BLUE) ? 0 : 1;
	if(offset == 0) return args;
	
	Texture t = palettes.get("overworld");
	args.programName = "paletteSwap";
	args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()};
	GL13.glActiveTexture(GL13.GL_TEXTURE8);
	t.bind();
	GL13.glActiveTexture(GL13.GL_TEXTURE0);
	return args;
}
 
Example 4
public static ShaderArgs setup(Unit u) {
	ShaderArgs args = new ShaderArgs();
	int offset = u.getPartyColor().equals(Party.TEAM_BLUE) ? 0 : 1;
	if(offset == 0) return args;
	
	Texture t = palettes.get("overworld");
	args.programName = "paletteSwap";
	args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()};
	GL13.glActiveTexture(GL13.GL_TEXTURE8);
	t.bind();
	GL13.glActiveTexture(GL13.GL_TEXTURE0);
	return args;
}
 
Example 5
static void calcStarDimensions()
{
	// inefficient way to get star dimensions minus transparency
	final Texture t = GameImage.STAR.getImage().getTexture();
	if (!t.hasAlpha()) {
		return;
	}

	final byte[] d = t.getTextureData();
	final int w = t.getImageWidth();
	final int h = t.getImageHeight();
	final int _w = t.getTextureHeight();
	final int _h = t.getTextureWidth();

	int minheight = h, maxheight = 0, left = w;
	for (int i = 0, x = 3; i < _h; i++) {
		for (int j = 0; j < _w; j++, x += 4) {
			if (i > h || j > w) {
				continue;
			}
			int v = d[x];
			if (v < 0) {
				v += 256;
			}
			if (v > 30) {
				minheight = minheight < i ? minheight : i;
				maxheight = maxheight > i ? maxheight : i;
				left = left < j ? left : j;
			}
		}
	}
	if (minheight > h / 2) minheight = 0;
	if (maxheight < h / 2) maxheight = h;
	if (left > w / 2) left = 0;
	starTexture.width = w;
	starTexture.height = h;
	final float desiredSize = hitboxHeight * 0.26f;
	final float visibleHeight = (maxheight - minheight);
	final float yo = .5f - visibleHeight / starTexture.height / 2f;
	final float xo = left / starTexture.width;
	final float scale = starTexture.height / visibleHeight;
	final float ratio = starTexture.width / starTexture.height;
	starTexture.height = desiredSize * scale;
	starTexture.width = starTexture.height * ratio;
	starTexture.height2 = starTexture.height / 2f;
	starTexture.width2 = starTexture.width / 2f;
	starYoffset += yo * starTexture.height;
	starXoffset -= xo * starTexture.width;
}
 
Example 6
Source Project: opsu-dance   File: Node.java    License: GNU General Public License v3.0 4 votes vote down vote up
static void revalidate()
{
	button = new TextureData(MENU_BUTTON_BG.getImage());

	final Texture t = button.image.getTexture();
	final int w = t.getImageWidth();
	final int h = t.getImageHeight();
	hitboxYtop = 0;
	hitboxYbot = h;
	hitboxXleft = 0;
	float hitboxXright = w;
	if (t.hasAlpha()) {
		final byte[] d = t.getTextureData();

		int minheight = h, maxheight = 0, left = w, right = 0;
		hitboxXright = w - left;
		int _w = t.getTextureWidth();
		int _h = t.getTextureHeight();
		for (int i = 0, x = 3; i < _h; i++) {
			for (int j = 0; j < _w; j++, x += 4) {
				if (i > h || j > w) {
					continue;
				}
				int v = d[x];
				if (v < 0) {
					v += 256;
				}
				if (v > 100) {
					minheight = minheight < i ? minheight : i;
					maxheight = maxheight > i ? maxheight : i;
					left = left < j ? left : j;
					right = right > j ? right : j;
				}
			}
		}
		if (minheight > h / 2) minheight = 0;
		if (maxheight < h / 2) maxheight = h;
		if (left > w / 2) left = 0;
		if (right < w / 2) right = w;
		hitboxYtop = minheight;
		hitboxYbot = maxheight;
		hitboxXleft = left;
		hitboxXright = right;
	}

	hitboxXright = hitboxXright / w;
	final float hbtop = (float) hitboxYtop / h;
	final float hbbot = (float) hitboxYbot / h;
	final float scaleup = (float) h / (hitboxYbot - hitboxYtop);
	final float ratio = button.width / button.height;
	final float desiredButtonHeight = InstanceContainer.height * 0.117f;
	button.width = ratio * (button.height = desiredButtonHeight * scaleup);
	button.height2 = button.height / 2f;
	button.width2 = button.width / 2f;
	buttonWidth = (int) button.width;
	buttonHeight = (int) button.height;
	hitboxYtop = (int) (hbtop * button.height);
	hitboxYbot = (int) (hbbot * button.height);
	hitboxHeight = hitboxYbot - hitboxYtop;
	buttonIndent = width * (isWidescreen ? 0.00875f : 0.0125f);
	buttonHoverIndent = buttonIndent * 6.6666f;
	buttonOffset = buttonHeight * 0.65f;
	buttonOffset2 = buttonOffset / 2f;
	buttonInternalOffset = (buttonHeight * .935f - buttonOffset) / 2f;
	indentPerOffset = buttonOffset / buttonIndent;
	buttonOffsetX = -(hitboxXright * buttonWidth) + buttonHoverIndent * 2;
	buttonOffsetX += 20; // padding because they're usually rounded
	cx = buttonWidth * 0.043f;
}