先看代码
public class AccelerometerTest extends GdxTest {
@Override
public boolean needsGL20 () {
return false;
}
BitmapFont font;
SpriteBatch batch;
@Override
public void create () {
font = new BitmapFont();
batch = new SpriteBatch();
}
@Override
public void render () {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
font.drawMultiLine(batch, "accel: [" + Gdx.input.getAccelerometerX() + "," + Gdx.input.getAccelerometerY() + ","
+ Gdx.input.getAccelerometerZ() + "]\n" + "orientation: " + Gdx.input.getNativeOrientation() + "\n" + "rotation: "
+ Gdx.input.getRotation() + "\n" + "wh: " + Gdx.graphics.getDesktopDisplayMode() + "\n", 0, 100);
batch.end();
}
}
public boolean needsGL20 () {
return false;
}
BitmapFont font;
SpriteBatch batch;
@Override
public void create () {
font = new BitmapFont();
batch = new SpriteBatch();
}
@Override
public void render () {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
font.drawMultiLine(batch, "accel: [" + Gdx.input.getAccelerometerX() + "," + Gdx.input.getAccelerometerY() + ","
+ Gdx.input.getAccelerometerZ() + "]\n" + "orientation: " + Gdx.input.getNativeOrientation() + "\n" + "rotation: "
+ Gdx.input.getRotation() + "\n" + "wh: " + Gdx.graphics.getDesktopDisplayMode() + "\n", 0, 100);
batch.end();
}
}
这里有两个关键的类BitmapFont、SpriteBatch,看看BitmapFont。
这里采用了这个构造函数
public BitmapFont () {
this(Gdx.files.classpath("com/badlogic/gdx/utils/arial-15.fnt"),
Gdx.files.classpath("com/badlogic/gdx/utils/arial-15.png"), false, true);
this(Gdx.files.classpath("com/badlogic/gdx/utils/arial-15.fnt"),
Gdx.files.classpath("com/badlogic/gdx/utils/arial-15.png"), false, true);
}
总的来说,先从LibGDX jar中加载绘制字母和符号所需要的图片,然后利用SpriteBatch绘制到屏幕上,SpriteBatch的作用是缓存需要绘制的图像,默认最高可以缓存1000帧,主要是为了提高性能,因为OpenGL ES的state的变化是很昂贵的一件事,我们用SpriteBatch的begin和end来做这些事就只需要做一次就好了。绘制工作发生在end中,具体实现先不看。
如果你要显示文字,按上面这么做就行了,当然很多细节我们需要结合后面的示例来看 。以后还会在这里补充底层实现的细节。