private static void drawDebug(Array<Actor> actors, Batch batch) { for (int i = 0, n = actors.size; i < n; i++) { Actor actor = actors.get(i); if (!actor.isVisible()) continue; if (actor instanceof Table) ((Table) actor).layout.drawDebug(batch); if (actor instanceof Group) drawDebug(((Group) actor).getChildren(), batch); } }
protected void debugDrawUI() { if (Env.debug) { if (Env.drawFPS) { String fpsText = String.format("%d FPS", Gdx.graphics.getFramesPerSecond()); TextBounds bounds = debugFont.getBounds(fpsText); batch.setProjectionMatrix(uiCamera.combined); batch.begin(); debugFont.setColor(1.0f, 1.0f, 1.0f, 1.0f); debugFont.draw(batch, fpsText, uiViewport.getWorldWidth() - bounds.width - 20.0f, 20.0f); batch.end(); } Table.drawDebug(Env.game.getStage()); } }
@Override public void render(float gameTime) { Gdx.gl.glClearColor(1, 1, 1, 1.0f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); if (debugEnable) { debugRebuildStage -= gameTime; if (debugRebuildStage <= 0) { debugRebuildStage = DEBUG_REBUILD_INTERVAL; rebuildStage(); } } stage.act(gameTime); stage.draw(); Table.drawDebug(stage); }
@Override public void render(float delta) { // (1) process the game logic // update the actors stage.act(delta); // (2) draw the result // clear the screen with the given RGB color (black) Gdx.gl.glClearColor(0f, 0f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // draw the actors stage.draw(); // draw the table debug lines Table.drawDebug(stage); }
public void render() { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); Table.drawDebug(stage); }
public void render() { stage.draw(); Table.drawDebug(stage); }
/** * Draws the debug lines for all tables in the stage. If this method is not called each frame, no * debug lines will be drawn. If debug is never turned on for any table in the application, * calling this method will have no effect. If a table has ever had debug set, calling this method * causes an expensive traversal of all actors in the stage. */ public static void drawDebug(Stage stage) { if (!TableToolkit.drawDebug) return; drawDebug(stage.getActors(), stage.getSpriteBatch()); }