Package net.sf.jiga.xtended.impl.game.gl

Examples of net.sf.jiga.xtended.impl.game.gl.AnimationGLHandler


                    cursor.setSize(RenderingSceneGL._GLtoGraphicalMetrics((RenderingSceneGL) g));
                    cursor.setLocation(p.x, p.y - cursor.getHeight());
                    if ((RenderingSceneGL._GLgetLoadState(cursor) & RenderingSceneGL._GLLOADSTATE_Cleared) != 0) {
                        RenderingSceneGL._GLloadAnim(cursor, (RenderingSceneGL) getRenderingScene(), RenderingSceneGL.PTY_ANIM);
                    }
                    AnimationGLHandler hdr = Animation._GLHandlers.getHandler(cursor);
                    hdr.play();
                    hdr.runValidate();
                    Animation._GLRenderAnimation((RenderingSceneGL) g, hdr, cursor.getBounds(new Rectangle()), z, 0, null, null, null, GLGeom.getCWrgbaColors(getRenderingScene().getForeground(), alpha));
                    GL11.glMatrixMode(GL11.GL_MODELVIEW);
                    GL11.glPopMatrix();
                }
                monitor0.notify();
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    /**
     * @see Sprite#_GLRenderSprite(RenderingSceneGL, Object, Rectangle, double)
     */
    public static void _GLRenderModel(RenderingSceneGL gld, Model model, Rectangle bounds, double z) {

        AnimationGLHandler anim = model.GLgetCurrentAnim();
        if (anim != null) {
            if ((RenderingSceneGL._GLgetLoadState(model) & RenderingSceneGL._GLLOADSTATE_Loaded) != 0) {
                if (DebugMap._getInstance().isDebuggerEnabled(Model.class)) {
                    System.out.println(">>>>>>>>>>>>>>>>GL render Model " + model.hash + "...");
                }
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     * @see Sprite#_GLRenderSprite(RenderingSceneGL, Object, Rectangle, double,
     * int, Point, Color, int, DoubleBuffer, DoubleBuffer, DoubleBuffer)
     */
    public static void _GLRenderModel(RenderingSceneGL gld, Model model, Rectangle bounds, double z, int fx, Point fx_loc, Color fx_color, int transform, DoubleBuffer scale, DoubleBuffer rotate, DoubleBuffer translate) {

        AnimationGLHandler anim = model.GLgetCurrentAnim();
        if (anim != null) {
            if ((RenderingSceneGL._GLgetLoadState(model) & RenderingSceneGL._GLLOADSTATE_Loaded) != 0) {
                if (DebugMap._getInstance().isDebuggerEnabled(Model.class)) {
                    System.out.println(">>>>>>>>>>>>>>>>GL render Model " + model.hash + "...");
                }
View Full Code Here

     */
    public static void _GLRenderModel(RenderingSceneGL gld, Model model, Rectangle bounds, double z, int transform, DoubleBuffer scaleArgs, DoubleBuffer rotateArgs, DoubleBuffer translateArgs, FloatBuffer colorBlend) {
        if (DebugMap._getInstance().isDebuggerEnabled(Model.class)) {
            System.out.println("GLRender " + model.id);
        }
        AnimationGLHandler anim = model.GLgetCurrentAnim();
        if (anim != null) {
            if ((RenderingSceneGL._GLgetLoadState(model) & RenderingSceneGL._GLLOADSTATE_Loaded) != 0) {
                if (DebugMap._getInstance().isDebuggerEnabled(Model.class)) {
                    System.out.println(">>>>>>>>>>>>>>>>GL render Model " + model.hash + "...");
                }
View Full Code Here

            }
        }
        if (GLcurrentAnim == null) {
            GLanim(animsID_default, frameRate, true);
        }
        AnimationGLHandler anim = GLcurrentAnim;
        if (anim instanceof AnimationGLHandler) {
            refreshAnimProperties(null, anim, reversed, frameRate, null);
            anim.runValidate();
        }
    }
View Full Code Here

             * try{
             */
            if (isDebugEnabled()) {
                System.out.print("OK\n\r");
            }
            AnimationGLHandler anim = null;
            if (GLcache.containsKey(key)) {
                if (!Animation._GLHandlers.hasHandler(GLcache.get(key))) {
                    throw new JXAException("Model could not load Animation, it has not been loaded yet.");
                }
                anim = Animation._GLHandlers.getHandler(GLcache.get(key));
                final Monitor monitor1 = renderableImpl.imageSynch;
                synchronized (monitor1) {
                    if (GLcurrentAnim != null) {
                        if (!GLcurrentAnim.equals(anim)) {
                            GLcurrentAnim.stop();
                        }
                    }
                    refreshAnimProperties(null, currentAnim, reversed, frameRate, null);
                    anim.play();
                    GLcurrentAnim = anim;
                    animName = name;
                    if (lock) {
                        animName_lock = name;
                    } else if (name.equals(animName_lock)) {
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