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LibGDX

Written by Fr\u00e9d\u00e9ric Leneuf-Magaud

A camera with orthographic projection.

List of types:

lgAnimation
lgArray
lgAssetManager
lgAudio
lgAudioDevice
lgAudioRecorder
lgBitmapFont
lgBitmapFontCache
lgBitmapFontTextBounds
lgBox2DBody
lgBox2DBodyDef
lgBox2DBodyEditorLoader
lgBox2DChainShape
lgBox2DCircleShape
lgBox2DContact
lgBox2DContactImpulse
lgBox2DDebugRenderer
lgBox2DDistanceJoint
lgBox2DDistanceJointDef
lgBox2DEdgeShape
lgBox2DFilter
lgBox2DFixture
lgBox2DFixtureDef
lgBox2DFrictionJoint
lgBox2DFrictionJointDef
lgBox2DGearJoint
lgBox2DGearJointDef
lgBox2DJoint
lgBox2DJointDef
lgBox2DJointEdge
lgBox2DManifold
lgBox2DManifoldPoint
lgBox2DMassData
lgBox2DMouseJoint
lgBox2DMouseJointDef
lgBox2DParticleEmitter
lgBox2DPolygonShape
lgBox2DPrismaticJoint
lgBox2DPrismaticJointDef
lgBox2DPulleyJoint
lgBox2DPulleyJointDef
lgBox2DQueryCallback
lgBox2DRayCastCallback
lgBox2DRevoluteJoint
lgBox2DRevoluteJointDef
lgBox2DRopeJoint
lgBox2DRopeJointDef
lgBox2DShape
lgBox2DTransform
lgBox2DWeldJoint
lgBox2DWeldJointDef
lgBox2DWheelJoint
lgBox2DWheelJointDef
lgBox2DWorld
lgBox2DWorldManifold
lgClipboard
lgColor
lgConfiguration
lgETC1TextureData
lgFileHandle
lgFiles
lgFileTextureData
lgFontGenerator
lgGestureDetector
lgGL
lgGL10
lgGL11
lgGL20
lgGraphics
lgInput
lgInputProcessor
lgLiveWallpaper
lgMapAnimatedTiledMapTile
lgMapAtlasTmxMapLoader
lgMapCircleMapObject
lgMapEllipseMapObject
lgMapHexagonalTiledMapRenderer
lgMapIsometricStaggeredTiledMapRenderer
lgMapIsometricTiledMapRenderer
lgMapLayer
lgMapLayers
lgMapObject
lgMapObjects
lgMapOrthogonalTiledMapRenderer
lgMapPolygonMapObject
lgMapPolylineMapObject
lgMapProperties
lgMapRectangleMapObject
lgMapStaticTiledMapTile
lgMapTextureMapObject
lgMaptIDEMapLoader
lgMapTiledMap
lgMapTiledMapLayer
lgMapTiledMapLayerCell
lgMapTiledMapSet
lgMapTiledMapSets
lgMapTmxMapLoader
lgMathBezier
lgMathBoundingBox
lgMathBresenham2
lgMathBSpline
lgMathCatmullRomSpline
lgMathCircle
lgMathConvexHull
lgMathEarClippingTriangulator
lgMathEllipse
lgMathFloatCounter
lgMathFrustum
lgMathGeometryUtils
lgMathGridPoint2
lgMathGridPoint3
lgMathInterpolation
lgMathIntersector
lgMathIntersectorMinimumTranslationVector
lgMathIntersectorSplitTriangle
lgMathMatrix3
lgMathMatrix4
lgMathPlane
lgMathPolygon
lgMathPolyline
lgMathRay
lgMathRectangle
lgMathSegment
lgMathSphere
lgMathUtils
lgMathVector2
lgMathVector3
lgMathWindowedMean
lgMesh
lgMusic
lgNet
lgNinePatch
lgOrthographicCamera
lgParticleEffect
lgParticleEffectPool
lgParticleEmitter
lgParticleGradientColorValue
lgParticleRangedNumericValue
lgParticleScaledNumericValue
lgParticleSpawnShapeValue
lgPixmap
lgPixmapIO
lgPixmapPacker
lgPixmapPackerPage
lgPixmapTextureData
lgPolygonRegion
lgPolygonSprite
lgPolygonSpriteBatch
lgScissorStack
lgScn2DAction
lgScn2DActions
lgScn2DActor
lgScn2DButton
lgScn2DButtonGroup
lgScn2DButtonStyle
lgScn2DClickListener
lgScn2DDragAndDrop
lgScn2DDragAndDropPayload
lgScn2DEvent
lgScn2DGestureListener
lgScn2DGroup
lgScn2DImage
lgScn2DInputEvent
lgScn2DInputListener
lgScn2DLabel
lgScn2DLabelStyle
lgScn2DList
lgScn2DListStyle
lgScn2DNinePatchDrawable
lgScn2DScrollPane
lgScn2DScrollPaneStyle
lgScn2DSelectBox
lgScn2DSelectBoxStyle
lgScn2DSlider
lgScn2DSliderStyle
lgScn2DSplitPane
lgScn2DSplitPaneStyle
lgScn2DSpriteDrawable
lgScn2DStack
lgScn2DStage
lgScn2DTable
lgScn2DTableCell
lgScn2DTextButton
lgScn2DTextButtonStyle
lgScn2DTextField
lgScn2DTextFieldStyle
lgScn2DTextureRegionDrawable
lgScn2DTiledDrawable
lgScn2DTouchpad
lgScn2DTouchpadStyle
lgScn2DWindow
lgScn2DWindowStyle
lgScreen
lgScreenManager
lgServerSocket
lgServerSocketHints
lgShaderProgram
lgShapeRenderer
lgSocket
lgSocketHints
lgSound
lgSprite
lgSpriteBatch
lgTexture
lgTextureAtlas
lgTextureAtlasRegion
lgTextureData
lgTextureRegion
lgVertexAttribute
lgVertexAttributes
lgVertexAttributesUsage
LibGDX

lgAnimation


Events:

None

Members:


  AnimDuration As Float [read only]

  FrameDuration As Float [read only]

  GetKeyFrame (StateTime As Float) As lgTextureRegion

  GetKeyFrame2 (StateTime As Float, Looping As Boolean) As lgTextureRegion

  GetKeyFrameIndex (StateTime As Float) As Int

  Initialize (FrameDuration As Float, KeyFrames() As lgTextureRegion)

  Initialize2 (FrameDuration As Float, KeyFrames() As lgTextureRegion, PlayMode As Int)

  InternalObject As com.badlogic.gdx.graphics.g2d.Animation [read only]

  IsAnimationFinished (StateTime As Float) As Boolean

  PlayMode As Int

  PLAYMODE_LOOP As Int

  PLAYMODE_LOOP_PINGPONG As Int

  PLAYMODE_LOOP_RANDOM As Int

  PLAYMODE_LOOP_REVERSED As Int

  PLAYMODE_NORMAL As Int

  PLAYMODE_REVERSED As Int

Members description:

AnimDuration As Float [read only]
FrameDuration As Float [read only]
GetKeyFrame (StateTime As Float) As lgTextureRegion
Returns a TextureRegion representing the frame of animation for the given state time.
StateTime: The amount of seconds an object has spent in the state this Animation instance represents, e.g. running, jumping and so on using the mode specified by PlayMode.
GetKeyFrame2 (StateTime As Float, Looping As Boolean) As lgTextureRegion
Returns a TextureRegion representing the frame of animation for the given state time.
StateTime: The amount of seconds an object has spent in the state this Animation instance represents, e.g. running, jumping and so on.
Looping: Whether the animation is looping or not.
GetKeyFrameIndex (StateTime As Float) As Int
Returns the current frame number.
Initialize (FrameDuration As Float, KeyFrames() As lgTextureRegion)
Constructs an animation.
An Animation stores a list of TextureRegions representing an animated sequence, e.g. for running or jumping. Each region of an Animation is called a key frame; multiple key frames make up the animation.
FrameDuration: The time between frames in seconds.
KeyFrames: The TextureRegions representing the frames.
Initialize2 (FrameDuration As Float, KeyFrames() As lgTextureRegion, PlayMode As Int)
Constructs an animation.
An Animation stores a list of TextureRegions representing an animated sequence, e.g. for running or jumping. Each region of an Animation is called a key frame; multiple key frames make up the animation.
FrameDuration: The time between frames in seconds.
KeyFrames: The TextureRegions representing the frames.
PlayMode: One of the PLAYMODE constants.
InternalObject As com.badlogic.gdx.graphics.g2d.Animation [read only]
IsAnimationFinished (StateTime As Float) As Boolean
Returns whether the animation would be finished if played without looping, given the state time.
PlayMode As Int
Gets or sets the animation play mode.
PLAYMODE_LOOP As Int
PLAYMODE_LOOP_PINGPONG As Int
PLAYMODE_LOOP_RANDOM As Int
PLAYMODE_LOOP_REVERSED As Int
PLAYMODE_NORMAL As Int
PLAYMODE_REVERSED As Int

lgArray


Events:

None

Members:


  Add (Value As Object)

  AddAll (Values() As Object)

  AddArray (Array As lgArray)

  Clear

  Contains (Value As Object, Identity As Boolean) As Boolean

  EnsureCapacity (AdditionalCapacity As Int) As Object()

  Get (Index As Int) As Object

  IndexOf (Value As Object, Identity As Boolean) As Int

  Initialize

  Initialize2 (Capacity As Int)

  Initialize3 (Ordered As Boolean, Capacity As Int)

  InitializeWithArray (Array() As Object)

  InitializeWithList (List As List)

  Insert (Index As Int, Value As Object)

  InternalObject As com.badlogic.gdx.utils.Array [read only]

  LastIndexOf (Value As Object, Identity As Boolean) As Int

  Peek As Object

  Pop As Object

  RemoveIndex (Index As Int) As Object

  RemoveValue (Value As Object, Identity As Boolean) As Boolean

  Reverse

  Set (Index As Int, Value As Object)

  Shrink

  Shuffle

  Size As Int

  Sort

  Swap (First As Int, Second As Int)

  toArray As Object()

  toList As List

  toList2 (L As List)

  Truncate (NewSize As Int)

Members description:

Add (Value As Object)
AddAll (Values() As Object)
AddArray (Array As lgArray)
Clear
Contains (Value As Object, Identity As Boolean) As Boolean
Returns True if this array contains the specified value.
Identity: If True, the comparison uses =. If False, the comparison uses the Equals function.
EnsureCapacity (AdditionalCapacity As Int) As Object()
Increases the size of the backing array to accommodate the specified number of additional items. Useful before adding many items to avoid multiple backing array resizes.
Returns items.
Get (Index As Int) As Object
IndexOf (Value As Object, Identity As Boolean) As Int
Returns an index of first occurrence of the given value in the array or -1 if no such value exists.
Identity: If True, the comparison uses =. If False, the comparison uses the Equals function.
Initialize
Creates an ordered array with a capacity of 16.
Initialize2 (Capacity As Int)
Creates an ordered array with the specified capacity.
Initialize3 (Ordered As Boolean, Capacity As Int)
Creates an array.
Ordered: If False, functions that remove elements may change the order of other elements in the array, which avoids a memory copy.
Capacity: Any elements added beyond this will cause the backing array to be grown.
InitializeWithArray (Array() As Object)
Creates a new ordered array containing the elements in the specified array. The capacity is set to the number of elements, so any subsequent elements added will cause the backing array to be grown.
InitializeWithList (List As List)
Creates a new ordered array containing the items in the specified list. The capacity is set to the number of items.
Insert (Index As Int, Value As Object)
InternalObject As com.badlogic.gdx.utils.Array [read only]
LastIndexOf (Value As Object, Identity As Boolean) As Int
Returns an index of last occurrence of the given value in the array or -1 if no such value exists. Search is started from the end of the array.
Identity: If True, the comparison uses =. If False, the comparison uses the Equals function.
Peek As Object
Returns the last item.
Pop As Object
Removes and returns the last item.
RemoveIndex (Index As Int) As Object
Removes and returns the item at the specified index.
RemoveValue (Value As Object, Identity As Boolean) As Boolean
Removes the given value from the array if it exists.
Identity: If True, the comparison uses =. If False, the comparison uses the Equals function.
Returns True if the value was found and removed, False otherwise.
Reverse
Set (Index As Int, Value As Object)
Shrink
Reduces the size of the backing array to the size of the actual items. This is useful to release memory when many items have been removed, or if it is known that more items will not be added.
Shuffle
Size As Int
Sort
Sorts this array. The array elements must be able to be compared. This function is not thread safe.
Swap (First As Int, Second As Int)
toArray As Object()
Returns the items as an array of objects.
toList As List
Returns the items as a list.
toList2 (L As List)
Returns the items in the given list.
Truncate (NewSize As Int)
Reduces the size of the array to the specified size. If the array is already smaller than the specified size, no action is taken.

lgAssetManager


Events:

Error(FileName As String, Class As Object, Message As String)

Members:


  Clear

  ContainsAsset (Asset As Object) As Boolean

  dispose

  FinishLoading

  Get (FileName As String) As Object

  Get2 (FileName As String, Type As Class) As Object

  GetAssetFileName (Asset As Object) As String

  GetAssetType (FileName As String) As Class

  GetDependencies (FileName As String) As List

  GetReferenceCount (FileName As String) As Int

  Initialize (EvtPrefix As String)

  InternalObject As com.badlogic.gdx.assets.AssetManager [read only]

  IsLoaded (FileName As String) As Boolean

  IsLoaded2 (FileName As String, Type As Class) As Boolean

  Load (FileName As String, Type As Class)

  LoadedAssetNames As List [read only]

  LoadedAssets As Int [read only]

  MAPLOADER_AtlasTMX As Int

  MAPLOADER_tIDE As Int

  MAPLOADER_TMX As Int

  Progress As Float [read only]

  QueuedAssets As Int [read only]

  TiledMapLoader As Int [write only]

  TYPE_BitmapFont As Class

  TYPE_Music As Class

  TYPE_ParticleEffect As Class

  TYPE_Pixmap As Class

  TYPE_Sound As Class

  TYPE_Texture As Class

  TYPE_TextureAtlas As Class

  TYPE_TiledMap As Class

  Unload (FileName As String)

  Update As Boolean

  Update2 (Millis As Int) As Boolean

Members description:

Clear
Clears and disposes all assets and the preloading queue.
ContainsAsset (Asset As Object) As Boolean
Returns whether the asset is contained in this manager.
dispose
Disposes all assets in the manager and stops all asynchronous loading.
FinishLoading
Blocks until all assets are loaded.
Get (FileName As String) As Object
Returns the asset with the given name.
Get2 (FileName As String, Type As Class) As Object
Returns the asset with the given name and type.
GetAssetFileName (Asset As Object) As String
Returns the filename of the asset or an empty string.
GetAssetType (FileName As String) As Class
Returns the type of a loaded asset.
GetDependencies (FileName As String) As List
Returns the dependencies of an asset or null if the asset has no dependencies.
GetReferenceCount (FileName As String) As Int
Returns the reference count of an asset.
Initialize (EvtPrefix As String)
Creates a new AssetManager with loaders for BitmapFont, Music, Pixmap, Sound, Texture, and TextureAtlas.
EvtPrefix: Prefix of the Error event.
InternalObject As com.badlogic.gdx.assets.AssetManager [read only]
IsLoaded (FileName As String) As Boolean
Returns whether the asset with the given name is loaded.
IsLoaded2 (FileName As String, Type As Class) As Boolean
Returns whether the asset with the given name and type is loaded.
Load (FileName As String, Type As Class)
Adds the given asset to the loading queue of the AssetManager.
LoadedAssetNames As List [read only]
Returns the file names of all loaded assets, or null.
LoadedAssets As Int [read only]
Returns the number of loaded assets.
MAPLOADER_AtlasTMX As Int
MAPLOADER_tIDE As Int
MAPLOADER_TMX As Int
Progress As Float [read only]
Returns the progress in percent of completion.
QueuedAssets As Int [read only]
Returns the number of currently queued assets.
TiledMapLoader As Int [write only]
Sets the appropriate loader for the tiled map's file type. This property must be set before calling Load.
TYPE_BitmapFont As Class
TYPE_Music As Class
TYPE_ParticleEffect As Class
TYPE_Pixmap As Class
TYPE_Sound As Class
TYPE_Texture As Class
TYPE_TextureAtlas As Class
TYPE_TiledMap As Class
Unload (FileName As String)
Removes the asset and all its dependencies if they are not used by other assets.
Update As Boolean
Updates the AssetManager, keeping it loading any assets in the preload queue.
Returns False when the loading is finished.
Example:
Sub lGdx_Render
If AssetMgr.Update Then
'Loading in progress
...
Return
End If
'Loading is finished
...
Update2 (Millis As Int) As Boolean
Updates the AssetManager continuously for the specified number of milliseconds, yielding the CPU to the loading thread between updates. This may block for less time if all loading tasks are complete. This may block for more time if the portion of a single task that happens in the GL thread takes a long time.
Returns False when the loading is finished.

lgAudio


Events:

None

Members:


  dispose

  NewAudioDevice (SamplingRate As Int, IsMono As Boolean) As lgAudioDevice

  NewAudioRecorder (SamplingRate As Int, IsMono As Boolean) As lgAudioRecorder

  NewMusic (Internal As String, evtPrefix As String) As lgMusic

  NewSound (Internal As String) As lgSound

Members description:

dispose
Releases the Sound and Music resources.
NewAudioDevice (SamplingRate As Int, IsMono As Boolean) As lgAudioDevice
Creates a new AudioDevice either in mono or stereo mode. The AudioDevice has to be disposed via its Dispose method when it is no longer used.
SamplingRate: The sampling rate in Hz (e.g. 44100).
NewAudioRecorder (SamplingRate As Int, IsMono As Boolean) As lgAudioRecorder
Creates a new AudioRecorder either in mono or stereo mode. The AudioRecorder has to be disposed after it is no longer used.
SamplingRate: The sampling rate in Hz (e.g. 44100).
NewMusic (Internal As String, evtPrefix As String) As lgMusic
Creates a new Music instance which is used to play back a music stream from a file. Currently supported formats are WAV, MP3 and OGG. The Music instance has to be disposed if it is no longer used via the Dispose method. Music instances are automatically paused and resumed when an Application is paused or resumed.
Internal: Internal file path.
evtPrefix: Prefix of the Completed event.
NewSound (Internal As String) As lgSound
Creates a new Sound which is used to play back audio effects such as gun shots or explosions. The Sound's audio data is retrieved from the file specified. Note that the complete audio data is loaded into RAM. The current upper limit for decoded audio is 1 MB. Currently supported formats are WAV, MP3 and OGG. The Sound has to be disposed if it is no longer used via the Dispose method.
Internal: Internal file path.

lgAudioDevice

Implementation of the {@link AudioDevice} interface for Android using the AudioTrack class. You will need to set the permission
android.permission.RECORD_AUDIO in your manifest file.

Events:

None

Members:


  dispose

  isMono As Boolean

  Latency As Int [read only]

  Volume As Float [write only]

  writeSamples (samples() As Short, offset As Int, numSamples As Int)

Members description:

dispose
isMono As Boolean
Latency As Int [read only]
Volume As Float [write only]
writeSamples (samples() As Short, offset As Int, numSamples As Int)

lgAudioRecorder

{@link AudioRecorder} implementation for the android system based on AudioRecord

Events:

None

Members:


  dispose

  read (samples() As Short, offset As Int, numSamples As Int)

Members description:

dispose
read (samples() As Short, offset As Int, numSamples As Int)

lgBitmapFont


Events:

None

Members:


  ALIGNMENT_Center As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  ALIGNMENT_Left As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  ALIGNMENT_Right As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  Ascent As Float [read only]

  CapHeight As Float [read only]

  Color As lgColor

  ComputeVisibleGlyphs (Str As CharSequence, Start As Int, End As Int, AvailableWidth As Float) As Int

  ContainsCharacter (Character As Char) As Boolean

  Descent As Float [read only]

  dispose

  Draw (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  Draw2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Color As lgColor) As lgBitmapFontTextBounds

  Draw3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds

  DrawMultiLine (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  DrawMultiLine2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Color As lgColor) As lgBitmapFontTextBounds

  DrawMultiLine3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  DrawWrapped (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds

  DrawWrapped2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Color As lgColor) As lgBitmapFontTextBounds

  DrawWrapped3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  FILTER_Linear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMap As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapLinearLinear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapLinearNearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapNearestLinear As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_MipMapNearestNearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  FILTER_Nearest As com.badlogic.gdx.graphics.Texture.TextureFilter

  FixedWidthGlyphs As CharSequence [write only]

  GetBounds (Str As CharSequence) As lgBitmapFontTextBounds

  GetBounds2 (Str As CharSequence, Start As Int, End As Int) As lgBitmapFontTextBounds

  GetMultiLineBounds (Str As CharSequence) As lgBitmapFontTextBounds

  GetWrappedBounds (Str As CharSequence, WrapWidth As Float) As lgBitmapFontTextBounds

  Initialize

  Initialize2 (FontFile As lgFileHandle)

  Initialize3 (FontFile As lgFileHandle, ImageFile As lgFileHandle)

  Initialize4 (FontFile As lgFileHandle, Region As lgTextureRegion)

  Initialize5 (FontFile As lgFileHandle, Region As lgTextureRegion, Flip As Boolean)

  InternalObject As com.badlogic.gdx.graphics.g2d.BitmapFont [read only]

  LineHeight As Float [read only]

  OwnsTexture As Boolean

  Region As lgTextureRegion [read only]

  Scale (ScaleXY As Float)

  ScaleX As Float [read only]

  ScaleY As Float [read only]

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  SetTextureFilter (MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter)

  SpaceWidth As Float [read only]

  UseIntegerPositions As Boolean

  XHeight As Float [read only]

Members description:

ALIGNMENT_Center As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
ALIGNMENT_Left As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
ALIGNMENT_Right As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
Ascent As Float [read only]
Returns the ascent, which is the distance from the cap height to the top of the tallest glyph.
CapHeight As Float [read only]
Returns the cap height, which is the distance from the top of most uppercase characters to the baseline. Since the drawing position is the cap height of the first line, the cap height can be used to get the location of the baseline.
Color As lgColor
Gets or sets the color of this font.
ComputeVisibleGlyphs (Str As CharSequence, Start As Int, End As Int, AvailableWidth As Float) As Int
Returns the number of glyphs from the substring that can be rendered in the specified width.
Start: The first character of the string.
End: The last character of the string (exclusive).
ContainsCharacter (Character As Char) As Boolean
Returns true if the character is contained in this font.
Descent As Float [read only]
Returns the descent, which is the distance from the bottom of the glyph that extends the lowest to the baseline. This number is negative.
dispose
Disposes the texture used by this BitmapFont's region if this BitmapFont created the texture.
Draw (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Draws a string at the specified position.
Draw2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Color As lgColor) As lgBitmapFontTextBounds
Draws a string at the specified position with the specified color. The color is changed for the following drawing operations.
Draw3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds
Draws a string at the specified position.
DrawMultiLine (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position.
DrawMultiLine2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, Color As lgColor) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position with the specified color. The color is changed for the following drawing operations.
DrawMultiLine3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position.
AlignmentWidth: The width to consider for alignment.
Alignment: One of the ALIGNMENT constants.
DrawWrapped (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position. Each line is automatically wrapped within the specified width.
DrawWrapped2 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Color As lgColor) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position with the specified color. Each line is automatically wrapped within the specified width and the color is changed for the following drawing operations.
DrawWrapped3 (SpriteBatch As lgSpriteBatch, Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Draws a string, which may contain newlines (CRLF), at the specified position. Each line is automatically wrapped within the specified width.
Alignment: One of the ALIGNMENT constants.
FILTER_Linear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMap As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapLinearLinear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapLinearNearest As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapNearestLinear As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_MipMapNearestNearest As com.badlogic.gdx.graphics.Texture.TextureFilter
FILTER_Nearest As com.badlogic.gdx.graphics.Texture.TextureFilter
FixedWidthGlyphs As CharSequence [write only]
Makes the specified glyphs fixed width. This can be useful to make the numbers in a font fixed width. Eg, when horizontally centering a score or loading percentage text, it will not jump around as different numbers are shown.
GetBounds (Str As CharSequence) As lgBitmapFontTextBounds
Returns the bounds of the specified text. Note the returned TextBounds instance is reused.
GetBounds2 (Str As CharSequence, Start As Int, End As Int) As lgBitmapFontTextBounds
Returns the bounds of the specified text. Note the returned TextBounds instance is reused.
GetMultiLineBounds (Str As CharSequence) As lgBitmapFontTextBounds
Returns the bounds of the specified text, which may contain newlines. Note the returned TextBounds instance is reused.
GetWrappedBounds (Str As CharSequence, WrapWidth As Float) As lgBitmapFontTextBounds
Returns the bounds of the specified text, which may contain newlines and is wrapped within the specified width. Note the returned TextBounds instance is reused.
Initialize
Creates a BitmapFont using the default 15pt Arial font included in the library. This is convenient to easily display text without bothering with generating a bitmap font.
Initialize2 (FontFile As lgFileHandle)
Creates a BitmapFont from a BMFont file. The image file name is read from the BMFont file and the image is loaded from the same directory.
Initialize3 (FontFile As lgFileHandle, ImageFile As lgFileHandle)
Creates a BitmapFont from a BMFont file, using the specified image for glyphs. Any image specified in the BMFont file is ignored.
Initialize4 (FontFile As lgFileHandle, Region As lgTextureRegion)
Creates a BitmapFont with the glyphs relative to the specified region. If the region is null, the glyph textures are loaded from the image file given in the font file. The Dispose method will not dispose the region's texture in this case!
Region: The texture region containing the glyphs. The glyphs must be relative to the lower left corner (ie, the region should not be flipped). If the region is null the glyph images are loaded from the image path in the font file.
Initialize5 (FontFile As lgFileHandle, Region As lgTextureRegion, Flip As Boolean)
Creates a BitmapFont with the glyphs relative to the specified region. If the region is null, the glyph textures are loaded from the image file given in the font file. The Dispose method will not dispose the region's texture in this case!
Region: The texture region containing the glyphs. The glyphs must be relative to the lower left corner (ie, the region should not be flipped). If the region is null the glyph images are loaded from the image path in the font file.
Flip: If true, the glyphs will be flipped for use with a perspective where 0,0 is the upper left corner.
InternalObject As com.badlogic.gdx.graphics.g2d.BitmapFont [read only]
LineHeight As Float [read only]
Returns the line height, which is the distance from one line of text to the next.
OwnsTexture As Boolean
Gets or sets whether this font owns the texture. In case it does, the font will also dispose of the texture when Dispose is called. Use with care!
Region As lgTextureRegion [read only]
Scale (ScaleXY As Float)
Scales the font by the specified amount in both directions.
ScaleX As Float [read only]
ScaleY As Float [read only]
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color of this font.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
SetTextureFilter (MinFilter As com.badlogic.gdx.graphics.Texture.TextureFilter, MagFilter As com.badlogic.gdx.graphics.Texture.TextureFilter)
Sets the filters of the font texture.
SpaceWidth As Float [read only]
Returns the width of the space character.
UseIntegerPositions As Boolean
Gets or sets whether this font uses integer positions for drawing. Default is to use them so filtering doesn't kick in as badly.
XHeight As Float [read only]
Returns the X-height, which is the distance from the top of most lowercase characters to the baseline.

lgBitmapFontCache


Events:

None

Members:


  AddMultiLineText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  AddMultiLineText2 (Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  AddText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  AddText2 (Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds

  AddWrappedText (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds

  AddWrappedText2 (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  ALIGNMENT_Center As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  ALIGNMENT_Left As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  ALIGNMENT_Right As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment

  Clear

  Color As lgColor

  Draw (SpriteBatch As lgSpriteBatch)

  Draw2 (SpriteBatch As lgSpriteBatch, Start As Int, End As Int)

  DrawAlpha (SpriteBatch As lgSpriteBatch, AlphaModulation As Float)

  Font As lgBitmapFont [read only]

  GetBounds As lgBitmapFontTextBounds

  Initialize (Font As lgBitmapFont)

  Initialize2 (Font As lgBitmapFont, Integer As Boolean)

  InternalObject As com.badlogic.gdx.graphics.g2d.BitmapFontCache [read only]

  SetColorRGBA (R As Float, G As Float, B As Float, A As Float)

  SetColorRGBA2 (R As Float, G As Float, B As Float, A As Float, Start As Int, End As Int)

  SetMultiLineText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  SetMultiLineText2 (Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  SetPosition (X As Float, Y As Float)

  SetText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds

  SetText2 (Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds

  SetWrappedText (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds

  SetWrappedText2 (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds

  Translate (X_amount As Float, Y_amount As Float)

  UseIntegerPositions As Boolean

  Vertices() As Float [read only]

  X As Float [read only]

  Y As Float [read only]

Members description:

AddMultiLineText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Adds glyphs for the specified text, which may contain newlines (CRLF).
AddMultiLineText2 (Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Adds glyphs for the specified text, which may contain newlines (CRLF).
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Alignment: The horizontal alignment. One of the ALIGNMENT constants.
AddText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Adds glyphs for the specified text.
AddText2 (Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds
Adds glyphs for the specified text.
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Start: The first character of the string to draw.
End: The last character of the string to draw (exclusive).
AddWrappedText (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds
Adds glyphs for the specified text, which may contain newlines (CRLF) and is automatically wrapped within the specified width.
AddWrappedText2 (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Adds glyphs for the specified text, which may contain newlines (CRLF) and is automatically wrapped within the specified width.
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Alignment: The horizontal alignment for the wrapped line. One of the ALIGNMENT constants.
ALIGNMENT_Center As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
ALIGNMENT_Left As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
ALIGNMENT_Right As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment
Clear
Removes all glyphs in the cache.
Color As lgColor
Gets or sets the color of the cached string.
Draw (SpriteBatch As lgSpriteBatch)
Draw2 (SpriteBatch As lgSpriteBatch, Start As Int, End As Int)
DrawAlpha (SpriteBatch As lgSpriteBatch, AlphaModulation As Float)
Font As lgBitmapFont [read only]
GetBounds As lgBitmapFontTextBounds
Returns the size of the cached string. The height is the distance from the top of most capital letters in the font (the cap height) to the baseline of the last line of text.
Initialize (Font As lgBitmapFont)
Creates a new BitmapFontCache. It caches glyph geometry for a BitmapFont, providing a fast way to render static text. This saves needing to compute the location of each glyph each frame.
Initialize2 (Font As lgBitmapFont, Integer As Boolean)
Creates a new BitmapFontCache.
Font: The font to use.
Integer: Whether to use integer positions and sizes.
InternalObject As com.badlogic.gdx.graphics.g2d.BitmapFontCache [read only]
SetColorRGBA (R As Float, G As Float, B As Float, A As Float)
Sets the color of the cached string.
R: Red, from 0 to 1
G: Green, from 0 to 1
B: Blue, from 0 to 1
A: Alpha, from 0 to 1
SetColorRGBA2 (R As Float, G As Float, B As Float, A As Float, Start As Int, End As Int)
Sets the color of the specified characters. This may only be called after SetText and is reset every time SetText is called.
SetMultiLineText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (CRLF).
SetMultiLineText2 (Str As CharSequence, X As Float, Y As Float, AlignmentWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (CRLF).
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Alignment: The horizontal alignment. One of the ALIGNMENT constants.
SetPosition (X As Float, Y As Float)
Sets the position of the text, relative to the position when the cached text was created.
SetText (Str As CharSequence, X As Float, Y As Float) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text.
SetText2 (Str As CharSequence, X As Float, Y As Float, Start As Int, End As Int) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text.
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Start: The first character of the string to draw.
End: The last character of the string to draw (exclusive).
SetWrappedText (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (CRLF) and is automatically wrapped within the specified width.
SetWrappedText2 (Str As CharSequence, X As Float, Y As Float, WrapWidth As Float, Alignment As com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment) As lgBitmapFontTextBounds
Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (CRLF) and is automatically wrapped within the specified width.
X: The X position for the left most character.
Y: The Y position for the top of most capital letters in the font (the cap height).
Alignment: The horizontal alignment for the wrapped line. One of the ALIGNMENT constants.
Translate (X_amount As Float, Y_amount As Float)
Sets the position of the text, relative to its current position.
UseIntegerPositions As Boolean
Gets or sets whether this font uses integer positions for drawing. Default is to use them so filtering doesn't kick in as badly.
Vertices() As Float [read only]
X As Float [read only]
Returns the X position of the cached string, relative to the position when the string was cached.
Y As Float [read only]
Returns the Y position of the cached string, relative to the position when the string was cached.

lgBitmapFontTextBounds


Events:

None

Members:


  Height As Float

  Width As Float

Members description:

Height As Float
Width As Float

lgBox2DBody

A rigid body. These are created via World.CreateBody.

Events:

None

Members:


  Active As Boolean [write only]

  Angle As Float [read only]

  AngularDamping As Float

  AngularVelocity As Float

  applyAngularImpulse (impulse As Float, wake As Boolean)

  applyForce (force As lgMathVector2, point As lgMathVector2, wake As Boolean)

  applyForce2 (forceX As Float, forceY As Float, pointX As Float, pointY As Float, wake As Boolean)

  applyForceToCenter (force As lgMathVector2, wake As Boolean)

  applyForceToCenter2 (forceX As Float, forceY As Float, wake As Boolean)

  applyLinearImpulse (impulse As lgMathVector2, point As lgMathVector2, wake As Boolean)

  applyLinearImpulse2 (impulseX As Float, impulseY As Float, pointX As Float, pointY As Float, wake As Boolean)

  applyTorque (torque As Float, wake As Boolean)

  Awake As Boolean [write only]

  Bullet As Boolean [write only]

  createFixture (def As lgBox2DFixtureDef) As lgBox2DFixture

  createFixture2 (shape As lgBox2DShape, density As Float) As lgBox2DFixture

  destroyFixture (fixture As lgBox2DFixture)

  FixedRotation As Boolean [write only]

  GetFixtureList (Fixtures As lgArray)

  GetJointList (Joints As lgArray)

  getLinearVelocityFromLocalPoint (localPoint As lgMathVector2) As lgMathVector2

  getLinearVelocityFromWorldPoint (worldPoint As lgMathVector2) As lgMathVector2

  getLocalPoint (worldPoint As lgMathVector2) As lgMathVector2

  getLocalVector (worldVector As lgMathVector2) As lgMathVector2

  getWorldPoint (localPoint As lgMathVector2) As lgMathVector2

  getWorldVector (localVector As lgMathVector2) As lgMathVector2

  GravityScale As Float

  Inertia As Float [read only]

  isActive As Boolean

  isAwake As Boolean

  isBullet As Boolean

  isFixedRotation As Boolean

  isSleepingAllowed As Boolean

  LinearDamping As Float

  LinearVelocity As lgMathVector2

  linVelLoc As lgMathVector2

  linVelWorld As lgMathVector2

  LocalCenter As lgMathVector2 [read only]

  localPoint2 As lgMathVector2

  localVector As lgMathVector2

  Mass As Float [read only]

  MassData As lgBox2DMassData

  Position As lgMathVector2 [read only]

  resetMassData

  setLinearVelocity2 (vX As Float, vY As Float)

  setTransform (position As lgMathVector2, angle As Float)

  setTransform2 (x As Float, y As Float, angle As Float)

  SleepingAllowed As Boolean [write only]

  Transform As lgBox2DTransform [read only]

  Type As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

  UserData As Object

  World As com.badlogic.gdx.physics.box2d.World [read only]

  WorldCenter As lgMathVector2 [read only]

Members description:

Active As Boolean [write only]
Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If you pass a
flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from
the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to
create/destroy fixtures and joints on inactive bodies. Fixtures on an inactive body are implicitly inactive and will not
participate in collisions, ray-casts, or queries. Joints connected to an inactive body are implicitly inactive. An inactive
body is still owned by a b2World object and remains in the body list.
Angle As Float [read only]
Get the angle in radians.
AngularDamping As Float
Gets or sets the angular damping of the body.
AngularVelocity As Float
Gets or sets the angular velocity.
applyAngularImpulse (impulse As Float, wake As Boolean)
Apply an angular impulse.
impulse: the angular impulse in units of kg*m*m/s
applyForce (force As lgMathVector2, point As lgMathVector2, wake As Boolean)
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the
angular velocity. This wakes up the body.
force: the world force vector, usually in Newtons (N).
point: the world position of the point of application.
wake: up the body
applyForce2 (forceX As Float, forceY As Float, pointX As Float, pointY As Float, wake As Boolean)
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the
angular velocity. This wakes up the body.
forceX: the world force vector on x, usually in Newtons (N).
forceY: the world force vector on y, usually in Newtons (N).
pointX: the world position of the point of application on x.
pointY: the world position of the point of application on y.
wake: up the body
applyForceToCenter (force As lgMathVector2, wake As Boolean)
Apply a force to the center of mass. This wakes up the body.
force: the world force vector, usually in Newtons (N).
applyForceToCenter2 (forceX As Float, forceY As Float, wake As Boolean)
Apply a force to the center of mass. This wakes up the body.
forceX: the world force vector, usually in Newtons (N).
forceY: the world force vector, usually in Newtons (N).
applyLinearImpulse (impulse As lgMathVector2, point As lgMathVector2, wake As Boolean)
Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
application is not at the center of mass. This wakes up the body.
impulse: the world impulse vector, usually in N-seconds or kg-m/s.
point: the world position of the point of application.
wake: up the body
applyLinearImpulse2 (impulseX As Float, impulseY As Float, pointX As Float, pointY As Float, wake As Boolean)
Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
application is not at the center of mass. This wakes up the body.
impulseX: the world impulse vector on the x-axis, usually in N-seconds or kg-m/s.
impulseY: the world impulse vector on the y-axis, usually in N-seconds or kg-m/s.
pointX: the world position of the point of application on the x-axis.
pointY: the world position of the point of application on the y-axis.
wake: up the body
applyTorque (torque As Float, wake As Boolean)
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up
the body.
torque: about the z-axis (out of the screen), usually in N-m.
wake: up the body
Awake As Boolean [write only]
Set the sleep state of the body. A sleeping body has very low CPU cost.
Bullet As Boolean [write only]
Should this body be treated like a bullet for continuous collision detection?
createFixture (def As lgBox2DFixtureDef) As lgBox2DFixture
Creates a fixture and attach it to this body. Use this function if you need to set some fixture parameters, like friction.
Otherwise you can create the fixture directly from a shape. If the density is non-zero, this function automatically updates
the mass of the body. Contacts are not created until the next time step.
def: the fixture definition.
createFixture2 (shape As lgBox2DShape, density As Float) As lgBox2DFixture
Creates a fixture from a shape and attach it to this body. This is a convenience function. Use b2FixtureDef if you need to
set parameters like friction, restitution, user data, or filtering. If the density is non-zero, this function automatically
updates the mass of the body.
shape: the shape to be cloned.
density: the shape density (set to zero for static bodies).
destroyFixture (fixture As lgBox2DFixture)
Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture.
This will automatically adjust the mass of the body if the body is dynamic and the fixture has positive density. All
fixtures attached to a body are implicitly destroyed when the body is destroyed.
fixture: the fixture to be removed.
FixedRotation As Boolean [write only]
Set this body to have fixed rotation. This causes the mass to be reset.
GetFixtureList (Fixtures As lgArray)
Fills the given array with all fixtures attached to this body. Do not modify this list!
GetJointList (Joints As lgArray)
Fills the given array with all joints attached to this body. Do not modify this list!
getLinearVelocityFromLocalPoint (localPoint As lgMathVector2) As lgMathVector2
Get the world velocity of a local point.
localPoint: a point in local coordinates.
Return type: @return:the world velocity of a point.
getLinearVelocityFromWorldPoint (worldPoint As lgMathVector2) As lgMathVector2
Get the world linear velocity of a world point attached to this body.
worldPoint: a point in world coordinates.
Return type: @return:the world velocity of a point.
getLocalPoint (worldPoint As lgMathVector2) As lgMathVector2
Gets a local point relative to the body's origin given a world point.
worldPoint: a point in world coordinates.
Return type: @return:the corresponding local point relative to the body's origin.
getLocalVector (worldVector As lgMathVector2) As lgMathVector2
Gets a local vector given a world vector.
worldVector: a vector in world coordinates.
Return type: @return:the corresponding local vector.
getWorldPoint (localPoint As lgMathVector2) As lgMathVector2
Get the world coordinates of a point given the local coordinates.
localPoint: a point on the body measured relative the the body's origin.
Return type: @return:the same point expressed in world coordinates.
getWorldVector (localVector As lgMathVector2) As lgMathVector2
Get the world coordinates of a vector given the local coordinates.
localVector: a vector fixed in the body.
Return type: @return:the same vector expressed in world coordinates.
GravityScale As Float
Sets the gravity scale of the body
Inertia As Float [read only]
Get the rotational inertia of the body about the local origin.
isActive As Boolean
Get the active state of the body.
isAwake As Boolean
Get the sleeping state of this body.
Return type: @return:true if the body is sleeping.
isBullet As Boolean
Is this body treated like a bullet for continuous collision detection?
isFixedRotation As Boolean
Does this body have fixed rotation?
isSleepingAllowed As Boolean
Is this body allowed to sleep
LinearDamping As Float
Gets or sets the linear damping of the body.
LinearVelocity As lgMathVector2
Gets or sets the linear velocity of the center of mass.
linVelLoc As lgMathVector2
linVelWorld As lgMathVector2
LocalCenter As lgMathVector2 [read only]
Get the local position of the center of mass.
localPoint2 As lgMathVector2
localVector As lgMathVector2
Mass As Float [read only]
Get the total mass of the body.
MassData As lgBox2DMassData
Get the mass data of the body.
Position As lgMathVector2 [read only]
Get the world body origin position.
resetMassData
This resets the mass properties to the sum of the mass properties of the fixtures. This normally does not need to be called
unless you called SetMassData to override the mass and you later want to reset the mass.
setLinearVelocity2 (vX As Float, vY As Float)
Set the linear velocity of the center of mass.
setTransform (position As lgMathVector2, angle As Float)
Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a
body's transform may cause non-physical behavior.
position: the world position of the body's local origin.
angle: the world rotation in radians.
setTransform2 (x As Float, y As Float, angle As Float)
Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a
body's transform may cause non-physical behavior.
x: the world position on the x-axis
y: the world position on the y-axis
angle: the world rotation in radians.
SleepingAllowed As Boolean [write only]
You can disable sleeping on this body. If you disable sleeping, the
Transform As lgBox2DTransform [read only]
Get the body transform for the body's origin.
Type As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
Get the type of this body.
UserData As Object
Get the user data
World As com.badlogic.gdx.physics.box2d.World [read only]
Get the parent world of this body.
WorldCenter As lgMathVector2 [read only]
Get the world position of the center of mass.

lgBox2DBodyDef

A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added
to a body after construction.

Events:

None

Members:


  active As Boolean

  allowSleep As Boolean

  angle As Float

  angularDamping As Float

  angularVelocity As Float

  awake As Boolean

  bullet As Boolean

  fixedRotation As Boolean

  gravityScale As Float

  linearDamping As Float

  linearVelocity As lgMathVector2

  position As lgMathVector2

  type As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

Members description:

active As Boolean
Does this body start out active?
allowSleep As Boolean
Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
angle As Float
The world angle of the body in radians.
angularDamping As Float
Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect
becomes sensitive to the time step when the damping parameter is large.
angularVelocity As Float
The angular velocity of the body.
awake As Boolean
Is this body initially awake or sleeping?
bullet As Boolean
Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are
prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
fixedRotation As Boolean
Should this body be prevented from rotating? Useful for characters.
gravityScale As Float
Scale the gravity applied to this body.
linearDamping As Float
Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1.0f but the damping effect
becomes sensitive to the time step when the damping parameter is large.
linearVelocity As lgMathVector2
The linear velocity of the body's origin in world co-ordinates.
position As lgMathVector2
The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes.
type As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one.

lgBox2DBodyEditorLoader

Loads the collision fixtures defined with the Physics Body Editor
application. You only need to give it a body and the corresponding fixture
name, and it will attach these fixtures to your body.

Events:

None

Members:


  AttachFixture (body As lgBox2DBody, name As String, fd As lgBox2DFixtureDef, scale As Float)

  getImagePath (name As String) As String

  getOrigin (name As String, scale As Float) As lgMathVector2

  Initialize (str As String)

  InitializeWithFile (Internal As String)

  InitializeWithFile2 (File As lgFileHandle)

  SortedList As List

Members description:

AttachFixture (body As lgBox2DBody, name As String, fd As lgBox2DFixtureDef, scale As Float)
Creates and applies the fixtures defined in the editor. The name
parameter is used to retrieve the right fixture from the loaded file.

The body reference point (the red cross in the tool) is by default
located at the bottom left corner of the image. This reference point
will be put right over the BodyDef position point. Therefore, you should
place this reference point carefully to let you place your body in your
world easily with its BodyDef.position point. Note that to draw an image
at the position of your body, you will need to know this reference point
(see getOrigin).

Also, saved shapes are normalized. As shown in the tool, the width of
the image is considered to be always 1 meter. Thus, you need to provide
a scale factor so the polygons get resized according to your needs (not
every body is 1 meter large in your game, I guess).
body: The Box2d body you want to attach the fixture to.
name: The name of the fixture you want to load.
fd: The fixture parameters to apply to the created body fixture.
scale: The desired scale of the body. The default width is 1.
getImagePath (name As String) As String
Gets the image path attached to the given name.
getOrigin (name As String, scale As Float) As lgMathVector2
Gets the origin point attached to the given name. Since the point is
normalized in [0,1] coordinates, it needs to be scaled to your body
size. Warning: this method returns the same Vector2 object each time, so
copy it if you need it for later use.
Initialize (str As String)
InitializeWithFile (Internal As String)
InitializeWithFile2 (File As lgFileHandle)
SortedList As List
Gets a sorted list of all names.

lgBox2DChainShape


Events:

None

Members:


  ChildCount As Int [read only]

  createChain (vertices() As Float)

  createLoop (vertices() As lgMathVector2)

  dispose

  getVertex (index As Int, vertex As lgMathVector2)

  isLooped As Boolean

  NextVertex As lgMathVector2 [write only]

  PrevVertex As lgMathVector2 [write only]

  Radius As Float

  setNextVertex (nextVertexX As Float, nextVertexY As Float)

  setPrevVertex (prevVertexX As Float, prevVertexY As Float)

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

  VertexCount As Int [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
createChain (vertices() As Float)
Create a chain with isolated end vertices.
vertices: an array of floats of alternating x, y coordinates.
createLoop (vertices() As lgMathVector2)
Create a loop. This automatically adjusts connectivity.
vertices: an array of vertices, these are copied
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
getVertex (index As Int, vertex As lgMathVector2)
Returns the vertex at the given position.
index: the index of the vertex 0 <= index < getVertexCount( )
vertex: vertex
isLooped As Boolean
NextVertex As lgMathVector2 [write only]
Establish connectivity to a vertex that follows the last vertex. Don't call this for loops.
PrevVertex As lgMathVector2 [write only]
Establish connectivity to a vertex that precedes the first vertex. Don't call this for loops.
Radius As Float
Returns the radius of this shape
setNextVertex (nextVertexX As Float, nextVertexY As Float)
Establish connectivity to a vertex that follows the last vertex. Don't call this for loops.
setPrevVertex (prevVertexX As Float, prevVertexY As Float)
Establish connectivity to a vertex that precedes the first vertex. Don't call this for loops.
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
VertexCount As Int [read only]

lgBox2DCircleShape

A circle shape.

Events:

None

Members:


  ChildCount As Int [read only]

  dispose

  Position As lgMathVector2

  Radius As Float

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
Position As lgMathVector2
Sets the position of the shape
Radius As Float
Returns the radius of this shape
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
{@inheritDoc}

lgBox2DContact

The class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if
filtered). Therefore a contact object may exist that has no contact points.

Events:

None

Members:


  ChildIndexA As Int [read only]

  ChildIndexB As Int [read only]

  Enabled As Boolean [write only]

  FixtureA As lgBox2DFixture [read only]

  FixtureB As lgBox2DFixture [read only]

  Friction As Float

  isEnabled As Boolean

  isTouching As Boolean

  resetFriction

  ResetRestitution

  Restitution As Float

  TangentSpeed As Float

  WorldManifold As lgBox2DWorldManifold [read only]

Members description:

ChildIndexA As Int [read only]
Get the child primitive index for fixture A.
ChildIndexB As Int [read only]
Get the child primitive index for fixture B.
Enabled As Boolean [write only]
Enable/disable this contact. This can be used inside the pre-solve contact listener. The contact is only disabled for the
current time step (or sub-step in continuous collisions).
FixtureA As lgBox2DFixture [read only]
Get the first fixture in this contact.
FixtureB As lgBox2DFixture [read only]
Get the second fixture in this contact.
Friction As Float
Get the friction.
isEnabled As Boolean
Has this contact been disabled?
isTouching As Boolean
resetFriction
Reset the friction mixture to the default value.
ResetRestitution
Reset the restitution to the default value.
Restitution As Float
Get the restitution.
TangentSpeed As Float
Get the tangent speed.
WorldManifold As lgBox2DWorldManifold [read only]

lgBox2DContactImpulse

Contact impulses for reporting. Impulses are used instead of forces because sub-step forces may approach infinity for rigid
body collisions. These match up one-to-one with the contact points in b2Manifold.

Events:

None

Members:


  Count As Int [read only]

  NormalImpulses() As Float [read only]

  TangentImpulses() As Float [read only]

Members description:

Count As Int [read only]
NormalImpulses() As Float [read only]
TangentImpulses() As Float [read only]

lgBox2DDebugRenderer


Events:

None

Members:


  Axis As lgMathVector2

  dispose

  DrawAABBs As Boolean [write only]

  DrawBodies As Boolean [write only]

  DrawContacts As Boolean [write only]

  DrawInactiveBodies As Boolean [write only]

  DrawJoints As Boolean [write only]

  DrawVelocities As Boolean [write only]

  Initialize

  Initialize2 (drawBodies As Boolean, drawJoints As Boolean, drawAABBs As Boolean, drawInactiveBodies As Boolean, drawVelocities As Boolean, drawContacts As Boolean)

  isDrawAABBs As Boolean

  isDrawBodies As Boolean

  isDrawContacts As Boolean

  isDrawInactiveBodies As Boolean

  isDrawJoints As Boolean

  isDrawVelocities As Boolean

  render (world As com.badlogic.gdx.physics.box2d.World, projMatrix As lgMathMatrix4)

Members description:

Axis As lgMathVector2
dispose
DrawAABBs As Boolean [write only]
DrawBodies As Boolean [write only]
DrawContacts As Boolean [write only]
DrawInactiveBodies As Boolean [write only]
DrawJoints As Boolean [write only]
DrawVelocities As Boolean [write only]
Initialize
Initializes the renderer with the following settings:
drawBodies = true
drawJoints = true
drawAABBs = false
drawInactiveBodies = true
drawVelocities = false
drawContacts = true
Initialize2 (drawBodies As Boolean, drawJoints As Boolean, drawAABBs As Boolean, drawInactiveBodies As Boolean, drawVelocities As Boolean, drawContacts As Boolean)
isDrawAABBs As Boolean
isDrawBodies As Boolean
isDrawContacts As Boolean
isDrawInactiveBodies As Boolean
isDrawJoints As Boolean
isDrawVelocities As Boolean
render (world As com.badlogic.gdx.physics.box2d.World, projMatrix As lgMathMatrix4)
This assumes that the projection matrix has already been set.

lgBox2DDistanceJoint

A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a
massless, rigid rod.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  DampingRatio As Float

  Frequency As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  Length As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
DampingRatio As Float
Set/get damping ratio.
Frequency As Float
Set/get frequency in Hz.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
Length As Float
Set/get the natural length. Manipulating the length can lead to non-physical behavior when the frequency is zero.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DDistanceJointDef

Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint.
The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when
saving and loading a game.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  dampingRatio As Float

  frequencyHz As Float

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchorA As lgMathVector2, anchorB As lgMathVector2)

  length As Float

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
dampingRatio As Float
The damping ratio. 0 = no damping, 1 = critical damping.
frequencyHz As Float
The mass-spring-damper frequency in Hertz.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchorA As lgMathVector2, anchorB As lgMathVector2)
Initialize the bodies, anchors, and length using the world anchors.
length As Float
The natural length between the anchor points.
localAnchorA As lgMathVector2
The local anchor point relative to body1's origin.
localAnchorB As lgMathVector2
The local anchor point relative to body2's origin.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DEdgeShape

A line segment (edge) shape. These can be connected in chains or loops to other edge shapes. The connectivity information is
used to ensure correct contact normals.

Events:

None

Members:


  ChildCount As Int [read only]

  dispose

  getVertex1 (vec As lgMathVector2)

  getVertex2 (vec As lgMathVector2)

  Radius As Float

  set (v1 As lgMathVector2, v2 As lgMathVector2)

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
getVertex1 (vec As lgMathVector2)
getVertex2 (vec As lgMathVector2)
Radius As Float
Returns the radius of this shape
set (v1 As lgMathVector2, v2 As lgMathVector2)
Set this as an isolated edge.
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

lgBox2DFilter

This holds contact filtering data.

Events:

None

Members:


  categoryBits As Short

  groupIndex As Short

  maskBits As Short

Members description:

categoryBits As Short
The collision category bits. Normally you would just set one bit.
groupIndex As Short
Collision groups allow a certain group of objects to never collide (negative) or always collide (positive). Zero means no
collision group. Non-zero group filtering always wins against the mask bits.
maskBits As Short
The collision mask bits. This states the categories that this shape would accept for collision.

lgBox2DFixture


Events:

None

Members:


  Body As lgBox2DBody [read only]

  Density As Float

  FilterData As lgBox2DFilter

  Friction As Float

  isSensor As Boolean

  refilter

  Restitution As Float

  Sensor As Boolean [write only]

  Shape As lgBox2DShape [read only]

  testPoint (p As lgMathVector2) As Boolean

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

  UserData As Object

Members description:

Body As lgBox2DBody [read only]
Get the parent body of this fixture. This is NULL if the fixture is not attached.
Density As Float
Get the density of this fixture.
FilterData As lgBox2DFilter
Set the contact filtering data. This will not update contacts until the next time step when either parent body is active and
awake. This automatically calls Refilter.
Friction As Float
Get the coefficient of friction.
isSensor As Boolean
Is this fixture a sensor (non-solid)?
Return type: @return:the true if the shape is a sensor.
refilter
Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
Restitution As Float
Get the coefficient of restitution.
Sensor As Boolean [write only]
Set if this fixture is a sensor.
Shape As lgBox2DShape [read only]
Returns the shape of this fixture
testPoint (p As lgMathVector2) As Boolean
Test a point for containment in this fixture.
p: a point in world coordinates.
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
Get the type of the child shape. You can use this to down cast to the concrete shape.
UserData As Object
Sets custom user data.

lgBox2DFixtureDef

A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture
definitions safely.

Events:

None

Members:


  density As Float

  filter As lgBox2DFilter

  friction As Float

  isSensor As Boolean

  restitution As Float

  shape As lgBox2DShape

Members description:

density As Float
The density, usually in kg/m^2.
filter As lgBox2DFilter
Contact filtering data.
friction As Float
The friction coefficient, usually in the range [0,1].
isSensor As Boolean
A sensor shape collects contact information but never generates a collision response.
restitution As Float
The restitution (elasticity) usually in the range [0,1].
shape As lgBox2DShape
The shape, this must be set. The shape will be cloned, so you can create the shape on the stack.

lgBox2DFrictionJoint

Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  MaxForce As Float

  MaxTorque As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
MaxForce As Float
Get the maximum friction force in N.
MaxTorque As Float
Get the maximum friction torque in N*m.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DFrictionJointDef

Friction joint definition.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  maxForce As Float

  maxTorque As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2)
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
localAnchorA As lgMathVector2
The local anchor point relative to bodyA's origin.
localAnchorB As lgMathVector2
The local anchor point relative to bodyB's origin.
maxForce As Float
The maximum friction force in N.
maxTorque As Float
The maximum friction torque in N-m.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DGearJoint

A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear
ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one
joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of
1/length.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  Ratio As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
Ratio As Float
Set/Get the gear ratio.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DGearJointDef

Gear joint definition. This definition requires two existing revolute or prismatic joints (any combination will work). The
provided joints must attach a dynamic body to a static body.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  joint1 As lgBox2DJoint

  joint2 As lgBox2DJoint

  ratio As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
joint1 As lgBox2DJoint
The first revolute/prismatic joint attached to the gear joint.
joint2 As lgBox2DJoint
The second revolute/prismatic joint attached to the gear joint.
ratio As Float
The gear ratio.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DJoint


Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DJointDef


Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DJointEdge

A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an
edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for
each attached body.

Events:

None

Members:


  joint As lgBox2DJoint

  other As lgBox2DBody

Members description:

joint As lgBox2DJoint
other As lgBox2DBody

lgBox2DManifold


Events:

None

Members:


  LocalNormal As lgMathVector2 [read only]

  LocalPoint As lgMathVector2 [read only]

  MANIFOLDTYPE_Circle As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType

  MANIFOLDTYPE_FaceA As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType

  MANIFOLDTYPE_FaceB As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType

  PointCount As Int [read only]

  Points() As lgBox2DManifoldPoint [read only]

  Type As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType [read only]

Members description:

LocalNormal As lgMathVector2 [read only]
LocalPoint As lgMathVector2 [read only]
MANIFOLDTYPE_Circle As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType
MANIFOLDTYPE_FaceA As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType
MANIFOLDTYPE_FaceB As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType
PointCount As Int [read only]
Points() As lgBox2DManifoldPoint [read only]
Type As com.badlogic.gdx.physics.box2d.Manifold.ManifoldType [read only]

lgBox2DManifoldPoint


Events:

None

Members:


  contactID As Int

  localPoint As lgMathVector2

  normalImpulse As Float

  tangentImpulse As Float

  toString As String

Members description:

contactID As Int
localPoint As lgMathVector2
normalImpulse As Float
tangentImpulse As Float
toString As String

lgBox2DMassData

This holds the mass data computed for a shape.

Events:

None

Members:


  center As lgMathVector2

  I As Float

  mass As Float

Members description:

center As lgMathVector2
The position of the shape's centroid relative to the shape's origin.
I As Float
The rotational inertia of the shape about the local origin.
mass As Float
The mass of the shape, usually in kilograms.

lgBox2DMouseJoint

A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force.
This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual
because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  DampingRatio As Float

  Frequency As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  MaxForce As Float

  Target As lgMathVector2

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
DampingRatio As Float
Set/get the damping ratio (dimensionless).
Frequency As Float
Set/get the frequency in Hertz.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
MaxForce As Float
Set/get the maximum force in Newtons.
Target As lgMathVector2
Use this to update the target point.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DMouseJointDef

Mouse joint definition. This requires a world target point, tuning parameters, and the time step.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  dampingRatio As Float

  frequencyHz As Float

  maxForce As Float

  target As lgMathVector2

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
dampingRatio As Float
The damping ratio. 0 = no damping, 1 = critical damping.
frequencyHz As Float
The response speed.
maxForce As Float
The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of
the weight (multiplier * mass * gravity).
target As lgMathVector2
The initial world target point. This is assumed to coincide with the body anchor initially.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DParticleEmitter


Events:

None

Members:


  ActiveCount As Int [read only]

  Additive As Boolean

  AddParticle

  AddParticles (Count As Int)

  Aligned As Boolean

  AllowCompletion

  Angle As lgParticleScaledNumericValue [read only]

  Attached As Boolean

  Behind As Boolean

  BoundingBox As lgMathBoundingBox [read only]

  Continuous As Boolean

  Delay As lgParticleRangedNumericValue [read only]

  Draw (SpriteBatch As lgSpriteBatch)

  Draw2 (SpriteBatch As lgSpriteBatch, Delta As Float)

  Duration As lgParticleRangedNumericValue [read only]

  DurationTimer As Float

  Emission As lgParticleScaledNumericValue [read only]

  FlipY

  Gravity As lgParticleScaledNumericValue [read only]

  ImagePath As String

  Initialize (World As lgBox2DWorld)

  Initialize2 (World As lgBox2DWorld, File As lgFileHandle)

  Initialize3 (World As lgBox2DWorld, Emitter As lgParticleEmitter)

  InternalObject As com.badlogic.gdx.graphics.g2d.ParticleEmitterBox2D [read only]

  IsComplete As Boolean

  Life As lgParticleScaledNumericValue [read only]

  LifeOffset As lgParticleScaledNumericValue [read only]

  Load (Internal As String)

  Load2 (File As lgFileHandle)

  MaxParticleCount As Int

  MinParticleCount As Int

  Name As String

  PercentComplete As Float [read only]

  Reset

  Rotation As lgParticleScaledNumericValue [read only]

  Save (File As lgFileHandle)

  Scale As lgParticleScaledNumericValue [read only]

  SetFlip (FlipX As Boolean, FlipY As Boolean)

  SetPosition (X As Float, Y As Float)

  SpawnHeight As lgParticleScaledNumericValue [read only]

  SpawnShape As lgParticleSpawnShapeValue [read only]

  SpawnWidth As lgParticleScaledNumericValue [read only]

  Sprite As lgSprite

  Start

  Tint As lgParticleGradientColorValue [read only]

  Transparency As lgParticleScaledNumericValue [read only]

  Update (Delta As Float)

  Velocity As lgParticleScaledNumericValue [read only]

  Wind As lgParticleScaledNumericValue [read only]

  X As Float [read only]

  XOffsetValue As lgParticleRangedNumericValue [read only]

  Y As Float [read only]

  YOffsetValue As lgParticleRangedNumericValue [read only]

Members description:

ActiveCount As Int [read only]
Additive As Boolean
AddParticle
AddParticles (Count As Int)
Aligned As Boolean
AllowCompletion
Ignores the continuous setting until the emitter is started again. This allows the emitter to stop smoothly.
Angle As lgParticleScaledNumericValue [read only]
Attached As Boolean
Behind As Boolean
BoundingBox As lgMathBoundingBox [read only]
Returns the bounding box for all active particles. Z axis will always be zero.
Continuous As Boolean
Delay As lgParticleRangedNumericValue [read only]
Draw (SpriteBatch As lgSpriteBatch)
Draw2 (SpriteBatch As lgSpriteBatch, Delta As Float)
Updates and draws the particles. This is slightly more efficient than calling Update and Draw separately.
Duration As lgParticleRangedNumericValue [read only]
DurationTimer As Float
Emission As lgParticleScaledNumericValue [read only]
FlipY
Gravity As lgParticleScaledNumericValue [read only]
ImagePath As String
Initialize (World As lgBox2DWorld)
Constructs a default ParticleEmitter for Box2D. Box2d World is used for raycasting. Assumes that particles use same unit system that Box2d world does.
Initialize2 (World As lgBox2DWorld, File As lgFileHandle)
Constructs a ParticleEmitter for Box2D using the given file. Box2d World is used for raycasting. Assumes that particles use same unit system that Box2d world does.
Initialize3 (World As lgBox2DWorld, Emitter As lgParticleEmitter)
Constructs a ParticleEmitter for Box2D fully copying the given emitter attributes. Box2d World is used for raycasting. Assumes that particles use same unit system that Box2d world does.
InternalObject As com.badlogic.gdx.graphics.g2d.ParticleEmitterBox2D [read only]
IsComplete As Boolean
Life As lgParticleScaledNumericValue [read only]
LifeOffset As lgParticleScaledNumericValue [read only]
Load (Internal As String)
Load2 (File As lgFileHandle)
MaxParticleCount As Int
MinParticleCount As Int
Name As String
PercentComplete As Float [read only]
Reset
Rotation As lgParticleScaledNumericValue [read only]
Save (File As lgFileHandle)
Scale As lgParticleScaledNumericValue [read only]
SetFlip (FlipX As Boolean, FlipY As Boolean)
SetPosition (X As Float, Y As Float)
SpawnHeight As lgParticleScaledNumericValue [read only]
SpawnShape As lgParticleSpawnShapeValue [read only]
SpawnWidth As lgParticleScaledNumericValue [read only]
Sprite As lgSprite
Start
Tint As lgParticleGradientColorValue [read only]
Transparency As lgParticleScaledNumericValue [read only]
Update (Delta As Float)
Velocity As lgParticleScaledNumericValue [read only]
Wind As lgParticleScaledNumericValue [read only]
X As Float [read only]
XOffsetValue As lgParticleRangedNumericValue [read only]
Y As Float [read only]
YOffsetValue As lgParticleRangedNumericValue [read only]

lgBox2DPolygonShape


Events:

None

Members:


  ChildCount As Int [read only]

  dispose

  getVertex (index As Int, vertex As lgMathVector2)

  Radius As Float

  Set (vertices() As lgMathVector2)

  Set2 (vertices() As Float)

  Set3 (vertices() As Float, offset As Int, len As Int)

  SetAsBox (hx As Float, hy As Float)

  SetAsBox2 (hx As Float, hy As Float, center As lgMathVector2, angle As Float)

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

  VertexCount As Int [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
getVertex (index As Int, vertex As lgMathVector2)
Returns the vertex at the given position.
index: the index of the vertex 0 <= index < getVertexCount( )
vertex: vertex
Radius As Float
Returns the radius of this shape
Set (vertices() As lgMathVector2)
Copy vertices. This assumes the vertices define a convex polygon. It is assumed that the exterior is the the right of each
edge.
Set2 (vertices() As Float)
Copy vertices from the given float array. It is assumed the vertices are in x,y order and define a convex polygon. It is
assumed that the exterior is the the right of each edge.
Set3 (vertices() As Float, offset As Int, len As Int)
Copy vertices from the given float array, taking into account the offset and length. It is assumed the vertices are in
x,y order and define a convex polygon. It is assumed that the exterior is the the right of each edge.
SetAsBox (hx As Float, hy As Float)
Build vertices to represent an axis-aligned box.
hx: the half-width.
hy: the half-height.
SetAsBox2 (hx As Float, hy As Float, center As lgMathVector2, angle As Float)
Build vertices to represent an oriented box.
hx: the half-width.
hy: the half-height.
center: the center of the box in local coordinates.
angle: the rotation in radians of the box in local coordinates.
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
{@inheritDoc}
VertexCount As Int [read only]

lgBox2DPrismaticJoint

A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in body1. Relative rotation is
prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint
friction.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  enableLimit (flag As Boolean)

  enableMotor (flag As Boolean)

  getMotorForce (invDt As Float) As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  isLimitEnabled As Boolean

  isMotorEnabled As Boolean

  JointSpeed As Float [read only]

  JointTranslation As Float [read only]

  LowerLimit As Float [read only]

  MaxMotorForce As Float [write only]

  MotorSpeed As Float

  setLimits (lower As Float, upper As Float)

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UpperLimit As Float [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
enableLimit (flag As Boolean)
Enable/disable the joint limit.
enableMotor (flag As Boolean)
Enable/disable the joint motor.
getMotorForce (invDt As Float) As Float
Get the current motor force given the inverse time step, usually in N.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
isLimitEnabled As Boolean
Is the joint limit enabled?
isMotorEnabled As Boolean
Is the joint motor enabled?
JointSpeed As Float [read only]
Get the current joint translation speed, usually in meters per second.
JointTranslation As Float [read only]
Get the current joint translation, usually in meters.
LowerLimit As Float [read only]
Get the lower joint limit, usually in meters.
MaxMotorForce As Float [write only]
Set the maximum motor force, usually in N.
MotorSpeed As Float
Get the motor speed, usually in meters per second.
setLimits (lower As Float, upper As Float)
Set the joint limits, usually in meters.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UpperLimit As Float [read only]
Get the upper joint limit, usually in meters.
UserData As Object
Get the user data

lgBox2DPrismaticJointDef

Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses
local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint
translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when
saving and loading a game.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  enableLimit As Boolean

  enableMotor As Boolean

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2, axis As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  localAxisA As lgMathVector2

  lowerTranslation As Float

  maxMotorForce As Float

  motorSpeed As Float

  referenceAngle As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

  upperTranslation As Float

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
enableLimit As Boolean
Enable/disable the joint limit.
enableMotor As Boolean
Enable/disable the joint motor.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2, axis As lgMathVector2)
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
localAnchorA As lgMathVector2
The local anchor point relative to body1's origin.
localAnchorB As lgMathVector2
The local anchor point relative to body2's origin.
localAxisA As lgMathVector2
The local translation axis in body1.
lowerTranslation As Float
The lower translation limit, usually in meters.
maxMotorForce As Float
The maximum motor torque, usually in N-m.
motorSpeed As Float
The desired motor speed in radians per second.
referenceAngle As Float
The constrained angle between the bodies: body2_angle - body1_angle.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.
upperTranslation As Float
The upper translation limit, usually in meters.

lgBox2DPulleyJoint

The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio
* length2 <= constant Yes, the force transmitted is scaled by the ratio. The pulley also enforces a maximum length limit on
both sides. This is useful to prevent one side of the pulley hitting the top.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  GroundAnchorA As lgMathVector2 [read only]

  GroundAnchorB As lgMathVector2 [read only]

  isActive As Boolean

  Length1 As Float [read only]

  Length2 As Float [read only]

  Ratio As Float [read only]

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
GroundAnchorA As lgMathVector2 [read only]
GroundAnchorB As lgMathVector2 [read only]
isActive As Boolean
Short-cut function to determine if either body is inactive.
Length1 As Float [read only]
Get the current length of the segment attached to body1.
Length2 As Float [read only]
Get the current length of the segment attached to body2.
Ratio As Float [read only]
Get the pulley ratio.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DPulleyJointDef

Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, max lengths for each side, and a
pulley ratio.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  groundAnchorA As lgMathVector2

  groundAnchorB As lgMathVector2

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, groundAnchorA As lgMathVector2, groundAnchorB As lgMathVector2, anchorA As lgMathVector2, anchorB As lgMathVector2, ratio As Float)

  lengthA As Float

  lengthB As Float

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  ratio As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
groundAnchorA As lgMathVector2
The first ground anchor in world coordinates. This point never moves.
groundAnchorB As lgMathVector2
The second ground anchor in world coordinates. This point never moves.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, groundAnchorA As lgMathVector2, groundAnchorB As lgMathVector2, anchorA As lgMathVector2, anchorB As lgMathVector2, ratio As Float)
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
lengthA As Float
The a reference length for the segment attached to bodyA.
lengthB As Float
The a reference length for the segment attached to bodyB.
localAnchorA As lgMathVector2
The local anchor point relative to bodyA's origin.
localAnchorB As lgMathVector2
The local anchor point relative to bodyB's origin.
ratio As Float
The pulley ratio, used to simulate a block-and-tackle.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DQueryCallback


Events:

ReportFixture(Fixture As lgBox2DFixture) As Boolean

Members:


  Initialize (CallbackSub As String)

Members description:

Initialize (CallbackSub As String)
Registers a query callback function. This callback function will be called for each fixture found by lgBox2DWorld.QueryAABB.
The function may terminate the query by returning false.

lgBox2DRayCastCallback


Events:

ReportFixture(Fixture As lgBox2DFixture, Point As lgMathVector2, Normal As lgMathVector2, Fraction As Float) As Float

Members:


  Initialize (CallbackSub As String)

Members description:

Initialize (CallbackSub As String)
Registers a ray cast callback function. This callback function will be called by lgBox2DWorld.RayCast.
The function controls how the ray cast proceeds by returning a float:
-1: ignore this fixture and continue;
0: terminate the ray cast;
fraction: clip the ray to this point;
1: don't clip the ray and continue.
Parameters passed to the callback function:
Fixture: The fixture hit by the ray;
Point: The point of initial intersection;
Normal: The normal vector at the point of intersection.
The lgMathVector2 instances passed to the callback will be reused for future calls so make a copy of them!

lgBox2DRevoluteJoint

A revolute joint constrains two bodies to share a common point while they are free to rotate about the point. The relative
rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a
lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is
provided so that infinite forces are not generated.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  enableLimit (flag As Boolean)

  enableMotor (flag As Boolean)

  getMotorTorque (invDt As Float) As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  isLimitEnabled As Boolean

  isMotorEnabled As Boolean

  JointAngle As Float [read only]

  JointSpeed As Float [read only]

  LocalAnchorA As lgMathVector2 [read only]

  LocalAnchorB As lgMathVector2 [read only]

  LowerLimit As Float [read only]

  MaxMotorTorque As Float

  MotorSpeed As Float

  ReferenceAngle As Float [read only]

  setLimits (lower As Float, upper As Float)

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UpperLimit As Float [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
enableLimit (flag As Boolean)
Enable/disable the joint limit.
enableMotor (flag As Boolean)
Enable/disable the joint motor.
getMotorTorque (invDt As Float) As Float
Get the current motor torque, usually in N-m.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
isLimitEnabled As Boolean
Is the joint limit enabled?
isMotorEnabled As Boolean
Is the joint motor enabled?
JointAngle As Float [read only]
Get the current joint angle in radians.
JointSpeed As Float [read only]
Get the current joint angle speed in radians per second.
LocalAnchorA As lgMathVector2 [read only]
LocalAnchorB As lgMathVector2 [read only]
LowerLimit As Float [read only]
Get the lower joint limit in radians.
MaxMotorTorque As Float
Set the maximum motor torque, usually in N-m.
MotorSpeed As Float
Get the motor speed in radians per second.
ReferenceAngle As Float [read only]
Get the current motor torque, usually in N-m.
setLimits (lower As Float, upper As Float)
Set the joint limits in radians.
upper:
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UpperLimit As Float [read only]
Get the upper joint limit in radians.
UserData As Object
Get the user data

lgBox2DRevoluteJointDef

Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses local anchor
points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative
angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin
rather than the center of mass because: 1. you might not know where the center of mass will be. 2. if you add/remove shapes
from a body and recompute the mass, the joints will be broken.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  enableLimit As Boolean

  enableMotor As Boolean

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  lowerAngle As Float

  maxMotorTorque As Float

  motorSpeed As Float

  referenceAngle As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

  upperAngle As Float

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
enableLimit As Boolean
A flag to enable joint limits.
enableMotor As Boolean
A flag to enable the joint motor.
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2)
Initialize the bodies, anchors, and reference angle using a world anchor point.
localAnchorA As lgMathVector2
The local anchor point relative to body1's origin.
localAnchorB As lgMathVector2
The local anchor point relative to body2's origin.
lowerAngle As Float
The lower angle for the joint limit (radians).
maxMotorTorque As Float
The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
motorSpeed As Float
The desired motor speed. Usually in radians per second.
referenceAngle As Float
The body2 angle minus body1 angle in the reference state (radians).
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.
upperAngle As Float
The upper angle for the joint limit (radians).

lgBox2DRopeJoint

A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to
change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to
dynamically modify the length would have some sponginess, so I chose not to implement it that way. See b2DistanceJoint if you
want to dynamically control length.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  MaxLength As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
MaxLength As Float
Get the maximum length of the rope.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DRopeJointDef

Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will
not collide. see collideConnected in b2JointDef.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  maxLength As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
localAnchorA As lgMathVector2
The local anchor point relative to bodyA's origin.
localAnchorB As lgMathVector2
The local anchor point relative to bodyB's origin.
maxLength As Float
The maximum length of the rope. Warning: this must be larger than b2_linearSlop or the joint will have no effect.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DShape

A shape is used for collision detection. You can create a shape however you like. Shapes used for simulation in b2World are
created automatically when a b2Fixture is created. Shapes may encapsulate a one or more child shapes.

NOTE: YOU NEED TO DISPOSE SHAPES YOU CREATED YOURSELF AFTER YOU NO LONGER USE THEM! E.g. after calling body.createFixture();

Events:

None

Members:


  ChildCount As Int [read only]

  dispose

  Radius As Float

  Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]

Members description:

ChildCount As Int [read only]
Get the number of child primitives.
dispose
Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
Radius As Float
Returns the radius of this shape
Type As com.badlogic.gdx.physics.box2d.Shape.Type [read only]
Get the type of this shape. You can use this to down cast to the concrete shape.

lgBox2DTransform

Encodes a Box2D transform. We are lazy so we only store a 4 float wide array. First two floats are the position of the
b2Transform struct. Next two floats are the cosine and sine of the rotation angle.

Events:

None

Members:


  COS As Int

  mul (v As lgMathVector2) As lgMathVector2

  POS_X As Int

  POS_Y As Int

  Position As lgMathVector2

  Rotation As Float

  SIN As Int

  vals() As Float

Members description:

COS As Int
mul (v As lgMathVector2) As lgMathVector2
Transforms the given vector by this transform
v: the vector
POS_X As Int
POS_Y As Int
Position As lgMathVector2
Sets the position of this transform
Rotation As Float
Sets the rotation of this transform
SIN As Int
vals() As Float

lgBox2DWeldJoint

A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is
approximate.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  ReferenceAngle As Float [read only]

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
ReferenceAngle As Float [read only]
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DWeldJointDef


Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  initialize (body1 As lgBox2DBody, body2 As lgBox2DBody, anchor As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  referenceAngle As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
initialize (body1 As lgBox2DBody, body2 As lgBox2DBody, anchor As lgMathVector2)
localAnchorA As lgMathVector2
localAnchorB As lgMathVector2
referenceAngle As Float
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DWheelJoint

A wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in body1 and rotation in the plane.
You can use a joint limit to restrict the range of motion and a joint motor to drive the rotation or to model rotational
friction. This joint is designed for vehicle suspensions.

Events:

None

Members:


  AnchorA As lgMathVector2 [read only]

  AnchorB As lgMathVector2 [read only]

  BodyA As lgBox2DBody [read only]

  BodyB As lgBox2DBody [read only]

  enableMotor (flag As Boolean)

  getMotorTorque (invDt As Float) As Float

  getReactionForce (inv_dt As Float) As lgMathVector2

  getReactionTorque (inv_dt As Float) As Float

  isActive As Boolean

  JointSpeed As Float [read only]

  JointTranslation As Float [read only]

  MaxMotorTorque As Float

  MotorSpeed As Float

  SpringDampingRatio As Float

  SpringFrequencyHz As Float

  Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]

  UserData As Object

Members description:

AnchorA As lgMathVector2 [read only]
AnchorB As lgMathVector2 [read only]
BodyA As lgBox2DBody [read only]
Get the first body attached to this joint.
BodyB As lgBox2DBody [read only]
Get the second body attached to this joint.
enableMotor (flag As Boolean)
Enable/disable the joint motor.
getMotorTorque (invDt As Float) As Float
Get the current motor torque given the inverse time step, usually in N-m.
getReactionForce (inv_dt As Float) As lgMathVector2
getReactionTorque (inv_dt As Float) As Float
Get the reaction torque on body2 in N*m.
isActive As Boolean
Short-cut function to determine if either body is inactive.
JointSpeed As Float [read only]
Get the current joint translation speed, usually in meters per second.
JointTranslation As Float [read only]
Get the current joint translation, usually in meters.
MaxMotorTorque As Float
Set/Get the maximum motor force, usually in N-m.
MotorSpeed As Float
Get the motor speed, usually in radians per second.
SpringDampingRatio As Float
Set/Get the spring damping ratio
SpringFrequencyHz As Float
Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
Type As com.badlogic.gdx.physics.box2d.JointDef.JointType [read only]
Get the type of the concrete joint.
UserData As Object
Get the user data

lgBox2DWheelJointDef

Wheel joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local
anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is
zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a
game.

Events:

None

Members:


  bodyA As lgBox2DBody

  bodyB As lgBox2DBody

  collideConnected As Boolean

  dampingRatio As Float

  enableMotor As Boolean

  frequencyHz As Float

  initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2, axis As lgMathVector2)

  localAnchorA As lgMathVector2

  localAnchorB As lgMathVector2

  localAxisA As lgMathVector2

  maxMotorTorque As Float

  motorSpeed As Float

  type As com.badlogic.gdx.physics.box2d.JointDef.JointType

Members description:

bodyA As lgBox2DBody
The first attached body.
bodyB As lgBox2DBody
The second attached body
collideConnected As Boolean
Set this flag to true if the attached bodies should collide.
dampingRatio As Float
Suspension damping ratio, one indicates critical damping
enableMotor As Boolean
Enable/disable the joint motor.
frequencyHz As Float
Suspension frequency, zero indicates no suspension
initialize (bodyA As lgBox2DBody, bodyB As lgBox2DBody, anchor As lgMathVector2, axis As lgMathVector2)
localAnchorA As lgMathVector2
The local anchor point relative to body1's origin.
localAnchorB As lgMathVector2
The local anchor point relative to body2's origin.
localAxisA As lgMathVector2
The local translation axis in body1.
maxMotorTorque As Float
The maximum motor torque, usually in N-m.
motorSpeed As Float
The desired motor speed in radians per second.
type As com.badlogic.gdx.physics.box2d.JointDef.JointType
The joint type is set automatically for concrete joint types.

lgBox2DWorld


Events:

BeginContact(Contact As lgBox2DContact)
EndContact(Contact As lgBox2DContact)
PreSolve(Contact As lgBox2DContact, OldManifold As lgBox2DManifold)
PostSolve(Contact As lgBox2DContact, Impulse As lgBox2DContactImpulse)
ShouldCollide(FixtureA As lgBox2DFixture, FixtureB As lgBox2DFixture) As Boolean

Members:


  AutoClearForces As Boolean

  BodyCount As Int [read only]

  BODYTYPE_Dynamic As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

  BODYTYPE_Kinematic As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

  BODYTYPE_Static As com.badlogic.gdx.physics.box2d.BodyDef.BodyType

  ClearForces

  ContactCount As Int [read only]

  CreateBody (Def As lgBox2DBodyDef) As lgBox2DBody

  CreateJoint (Def As lgBox2DJointDef) As lgBox2DJoint

  DestroyBody (Body As lgBox2DBody)

  DestroyJoint (Joint As lgBox2DJoint)

  dispose

  GetAllBodies (Bodies As lgArray)

  GetAllContacts As lgArray

  GetAllJoints (Joints As lgArray)

  Gravity As lgMathVector2

  Initialize (Gravity As lgMathVector2, DoSleep As Boolean, EvtPrefix As String)

  InternalObject As com.badlogic.gdx.physics.box2d.World [read only]

  IsLocked As Boolean

  JointCount As Int [read only]

  JOINTTYPE_DistanceJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_FrictionJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_GearJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_MouseJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_PrismaticJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_PulleyJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_RevoluteJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_RopeJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_Unknown As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_WeldJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  JOINTTYPE_WheelJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType

  ProxyCount As Int [read only]

  QueryAABB (Callback As lgBox2DQueryCallback, lowerX As Float, lowerY As Float, upperX As Float, upperY As Float)

  RayCast (Callback As lgBox2DRayCastCallback, Point1 As lgMathVector2, Point2 As lgMathVector2)

  SetContactFilter

  SetContinuousPhysics (Enable As Boolean)

  SetWarmStarting (Enable As Boolean)

  SHAPETYPE_Chain As com.badlogic.gdx.physics.box2d.Shape.Type

  SHAPETYPE_Circle As com.badlogic.gdx.physics.box2d.Shape.Type

  SHAPETYPE_Edge As com.badlogic.gdx.physics.box2d.Shape.Type

  SHAPETYPE_Polygon As com.badlogic.gdx.physics.box2d.Shape.Type

  Step (TimeStep As Float, VelocityIterations As Int, PositionIterations As Int)

  VelocityThreshold As Float

Members description:

AutoClearForces As Boolean
Gets or sets the flag that controls automatic clearing of forces after each time step.
BodyCount As Int [read only]
Gets the number of bodies.
BODYTYPE_Dynamic As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
BODYTYPE_Kinematic As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
BODYTYPE_Static As com.badlogic.gdx.physics.box2d.BodyDef.BodyType
ClearForces
Manually clear the force buffer on all bodies. By default, forces are cleared automatically after each call to Step. The default behavior is modified by AutoClearForces. The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain a fixed sized time step under a variable frame-rate. When you perform sub-stepping you will disable auto clearing of forces and instead call ClearForces after all sub-steps are complete in one pass of your game loop.
ContactCount As Int [read only]
Gets the number of contacts (each may have 0 or more contact points).
CreateBody (Def As lgBox2DBodyDef) As lgBox2DBody
Creates a rigid body given a definition. No reference to the definition is retained.
CreateJoint (Def As lgBox2DJointDef) As lgBox2DJoint
Creates a joint to constrain bodies together. No reference to the definition is retained.
DestroyBody (Body As lgBox2DBody)
Destroys the specified rigid body and all associated fixtures and joints. This function is locked during callbacks.
DestroyJoint (Joint As lgBox2DJoint)
Destroys the specified joint. This may cause the connected bodies to begin colliding.
dispose
Releases all resources of this object.
GetAllBodies (Bodies As lgArray)
Fills the given array with all bodies currently in the simulation.
GetAllContacts As lgArray
Returns an array of Contact instances produced by the last call to Step. Contacts are created and destroyed in the middle of a time step. Use the Contact events to avoid missing contacts.
GetAllJoints (Joints As lgArray)
Fills the given array with all joints currently in the simulation.
Gravity As lgMathVector2
Gets or sets the global gravity vector.
Initialize (Gravity As lgMathVector2, DoSleep As Boolean, EvtPrefix As String)
Constructs a world object and registers the contact listeners.
The Contact instance passed to the contact events will be reused for future calls so make a copy of its data!
Gravity: The world gravity vector.
DoSleep: Improve performance by not simulating inactive bodies.
EvtPrefix: Prefix of the contact events.
InternalObject As com.badlogic.gdx.physics.box2d.World [read only]
IsLocked As Boolean
Is the world locked (in the middle of a time step)?
JointCount As Int [read only]
Gets the number of joints.
JOINTTYPE_DistanceJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_FrictionJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_GearJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_MouseJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_PrismaticJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_PulleyJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_RevoluteJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_RopeJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_Unknown As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_WeldJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
JOINTTYPE_WheelJoint As com.badlogic.gdx.physics.box2d.JointDef.JointType
ProxyCount As Int [read only]
Gets the number of broad-phase proxies.
QueryAABB (Callback As lgBox2DQueryCallback, lowerX As Float, lowerY As Float, upperX As Float, upperY As Float)
Queries the world for all fixtures that potentially overlap the provided AABB.
Callback: An instance of lgBox2DQueryCallback.
lowerX: The X coordinate of the lower left corner
lowerY: The Y coordinate of the lower left corner
upperX: The X coordinate of the upper right corner
upperY: The Y coordinate of the upper right corner
RayCast (Callback As lgBox2DRayCastCallback, Point1 As lgMathVector2, Point2 As lgMathVector2)
Ray-casts the world for all fixtures in the path of the ray. The ray-cast ignores shapes that contain the starting point.
Callback: An instance of lgBox2DRayCastCallback.
Point1: The ray starting point.
Point2: The ray ending point.
SetContactFilter
Raises the ShouldCollide event for each contact to provide collision filtering. Otherwise the default filter is used.
SetContinuousPhysics (Enable As Boolean)
Enables/disables continuous physics.
SetWarmStarting (Enable As Boolean)
Enables/disables warm starting.
SHAPETYPE_Chain As com.badlogic.gdx.physics.box2d.Shape.Type
SHAPETYPE_Circle As com.badlogic.gdx.physics.box2d.Shape.Type
SHAPETYPE_Edge As com.badlogic.gdx.physics.box2d.Shape.Type
SHAPETYPE_Polygon As com.badlogic.gdx.physics.box2d.Shape.Type
Step (TimeStep As Float, VelocityIterations As Int, PositionIterations As Int)
Takes a time step. This performs collision detection, integration, and constraint solution.
TimeStep: The amount of time to simulate, this should not vary.
VelocityIterations: For the velocity constraint solver.
PositionIterations: For the position constraint solver.
VelocityThreshold As Float
Gets or sets the global box2d velocity threshold (default 1.0).

lgBox2DWorldManifold

This is used to compute the current state of a contact manifold.

Events:

None

Members:


  Normal As lgMathVector2 [read only]

  NumberOfContactPoints As Int [read only]

  Points() As lgMathVector2 [read only]

Members description:

Normal As lgMathVector2 [read only]
Returns the normal of this manifold
NumberOfContactPoints As Int [read only]
Points() As lgMathVector2 [read only]
Returns the contact points of this manifold. Use getNumberOfContactPoints to determine how many contact points there are
(0,1 or 2)

lgClipboard


Events:

None

Members:


  Contents As String

Members description:

Contents As String

lgColor

A color class, holding the r, g, b and alpha component as floats in the range [0,1]. All methods perform clamping on the
internal values after execution.

Events:

None

Members:


  an style="color: #000000; ">a As Float

  add (color As lgColor) As lgColor

  addRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

  alpha (alpha As Float) As Int

  b As Float

  BLACK As lgColor

  BLUE As lgColor

  clamp As lgColor

  CLEAR As lgColor

  cpy As lgColor

  CYAN As lgColor

  DARK_GRAY As lgColor

  equals (o As Object) As Boolean

  g As Float

  GRAY As lgColor

  GREEN As lgColor

  hashCode As Int

  lerp (target As lgColor, t As Float) As lgColor

  LIGHT_GRAY As lgColor

  luminanceAlpha (luminance As Float, alpha As Float) As Int

  MAGENTA As lgColor

  mul (color As lgColor) As lgColor

  mulRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

  ORANGE As lgColor

  PINK As lgColor

  premultiplyAlpha As lgColor

  r As Float

  RED As lgColor

  rgb565 (r As Float, g As Float, b As Float) As Int

  rgb565ToColor (color As lgColor, value As Int)

  rgb888 (r As Float, g As Float, b As Float) As Int

  rgb888ToColor (color As lgColor, value As Int)

  rgba4444 (r As Float, g As Float, b As Float, a As Float) As Int

  rgba4444ToColor (color As lgColor, value As Int)

  rgba8888 (r As Float, g As Float, b As Float, a As Float) As Int

  rgba8888ToColor (color As lgColor, value As Int)

  set (color As lgColor) As lgColor

  setRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

  sub (color As lgColor) As lgColor

  subRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

  toFloatBits As Float

  toIntBits As Int

  toString As String

  valueOf (hex As String) As lgColor

  WHITE As lgColor

  YELLOW As lgColor

Members description:

a As Float
the red, green, blue and alpha components
add (color As lgColor) As lgColor
Adds the given color to this color.
color: the color
Return type: @return:this color
addRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

Return type: @return:this Color for chaining
alpha (alpha As Float) As Int
b As Float
the red, green, blue and alpha components
BLACK As lgColor
BLUE As lgColor
clamp As lgColor

Return type: @return:this Color for chaining
CLEAR As lgColor
cpy As lgColor

Return type: @return:a copy of this color
CYAN As lgColor
DARK_GRAY As lgColor
equals (o As Object) As Boolean
g As Float
the red, green, blue and alpha components
GRAY As lgColor
GREEN As lgColor
hashCode As Int
lerp (target As lgColor, t As Float) As lgColor
Linearly interpolates between this color and the target color by t which is in the range [0,1]. The result is stored in this
color.
target: The target color
t: The interpolation coefficient
Return type: @return:This color for chaining.
LIGHT_GRAY As lgColor
luminanceAlpha (luminance As Float, alpha As Float) As Int
MAGENTA As lgColor
mul (color As lgColor) As lgColor
Multiplies the this color and the given color
color: the color
Return type: @return:this color.
mulRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

Return type: @return:this Color for chaining
ORANGE As lgColor
PINK As lgColor
premultiplyAlpha As lgColor
Multiplies the RGB values by the alpha.
r As Float
the red, green, blue and alpha components
RED As lgColor
rgb565 (r As Float, g As Float, b As Float) As Int
rgb565ToColor (color As lgColor, value As Int)
Sets the Color components using the specified integer value in the format RGB565. This is inverse to the rgb565(r, g, b)
method.
color: The Color to be modified.
value: An integer color value in RGB565 format.
rgb888 (r As Float, g As Float, b As Float) As Int
rgb888ToColor (color As lgColor, value As Int)
Sets the Color components using the specified integer value in the format RGB888. This is inverse to the rgb888(r, g, b)
method.
color: The Color to be modified.
value: An integer color value in RGB888 format.
rgba4444 (r As Float, g As Float, b As Float, a As Float) As Int
rgba4444ToColor (color As lgColor, value As Int)
Sets the Color components using the specified integer value in the format RGBA4444. This is inverse to the rgba4444(r, g, b,
a) method.
color: The Color to be modified.
value: An integer color value in RGBA4444 format.
rgba8888 (r As Float, g As Float, b As Float, a As Float) As Int
rgba8888ToColor (color As lgColor, value As Int)
Sets the Color components using the specified integer value in the format RGBA8888. This is inverse to the rgba8888(r, g, b,
a) method.
color: The Color to be modified.
value: An integer color value in RGBA8888 format.
set (color As lgColor) As lgColor
Sets this color to the given color.
color: the Color
setRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

Return type: @return:this Color for chaining
sub (color As lgColor) As lgColor
Subtracts the given color from this color
color: the color
Return type: @return:this color
subRGBA (r As Float, g As Float, b As Float, a As Float) As lgColor

Return type: @return:this Color for chaining
toFloatBits As Float
Packs the color components into a 32-bit integer with the format ABGR and then converts it to a float.
Return type: @return:the packed color as a 32-bit float
toIntBits As Int
Packs the color components into a 32-bit integer with the format ABGR.
Return type: @return:the packed color as a 32-bit int.
toString As String
Returns the color encoded as hex string with the format RRGGBBAA.
valueOf (hex As String) As lgColor
Returns a new color from a hex string with the format RRGGBBAA.
WHITE As lgColor
YELLOW As lgColor

lgConfiguration

Class defining the configuration of an AndroidApplication. Allows you to disable the use of the accelerometer to save
battery among other things.

Events:

None

Members:


  an style="color: #000000; ">a As Int

  b As Int

  depth As Int

  g As Int

  hideStatusBar As Boolean

  maxSimultaneousSounds As Int

  numSamples As Int

  r As Int

  stencil As Int

  touchSleepTime As Int

  useAccelerometer As Boolean

  useCompass As Boolean

  useGL20 As Boolean

  useWakelock As Boolean

Members description:

a As Int
number of bits per color channel
b As Int
number of bits per color channel
depth As Int
number of bits for depth and stencil buffer
g As Int
number of bits per color channel
hideStatusBar As Boolean
hide status bar buttons on Android 4.x and higher (API 14+). Doesn't work if "android:targetSdkVersion" less 11 or if API
less 14. default: false
maxSimultaneousSounds As Int
the maximum number of Sound instances that can be played simultaneously, sets the corresponding SoundPool
constructor argument.
numSamples As Int
number of samples for CSAA/MSAA, 2 is a good value
r As Int
number of bits per color channel
stencil As Int
number of bits for depth and stencil buffer
touchSleepTime As Int
the time in milliseconds to sleep after each event in the touch handler, set this to 16ms to get rid of touch flooding on
pre Android 2.0 devices. default: 0
useAccelerometer As Boolean
whether to use the accelerometer. default: true
useCompass As Boolean
whether to use the compass. default: true
useGL20 As Boolean
whether to use OpenGL ES 2.0 or not. default: false
useWakelock As Boolean
whether to use a WakeLock or not. In case this is true you have to add the permission "android.permission.WAKE_LOCK"
to your manifest file. default: false

lgETC1TextureData


Events:

None

Members:


  consumeCompressedData

  consumePixmap As lgPixmap

  DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType

  disposePixmap As Boolean

  Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]

  Height As Int [read only]

  Initialize (File As lgFileHandle)

  Initialize2 (File As lgFileHandle, UseMipMaps As Boolean)

  isManaged As Boolean

  isPrepared As Boolean

  prepare

  Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]

  useMipMaps As Boolean

  Width As Int [read only]

Members description:

consumeCompressedData
Uploads the pixel data to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A call to Prepare must preceed a call to this method.
consumePixmap As lgPixmap
Returns the Pixmap for upload by Texture. A call to Prepare must preceed a call to this method. Any internal datastructures created in Prepare should be disposed of here.
DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType
disposePixmap As Boolean
Returns whether the caller of ConsumePixmap should dispose the Pixmap returned by ConsumePixmap.
Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]
Height As Int [read only]
Initialize (File As lgFileHandle)
Initialize2 (File As lgFileHandle, UseMipMaps As Boolean)
isManaged As Boolean
Returns whether this implementation can cope with a EGL context loss.
isPrepared As Boolean
Returns whether the TextureData is prepared or not.
prepare
Prepares the TextureData for a call to ConsumePixmap or ConsumeCompressedData. This method can be called from a non OpenGL thread and should thus not interact with OpenGL.
Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]
useMipMaps As Boolean
Returns whether to generate mipmaps or not.
Width As Int [read only]

lgFileHandle

Represents a file or directory on the filesystem, classpath, Android SD card, or Android assets directory. FileHandles are
created via a {@link Files} instance.

Because some of the file types are backed by composite files and may be compressed (for example, if they are in an Android .apk or are
found via the classpath), the methods for extracting a {@link #path()} or {@link #file()} may not be appropriate for all types.
Use the Reader or Stream methods here to hide these dependencies from your platform independent code.

Events:

None

Members:


  child (name As String) As lgFileHandle

  copyTo (dest As lgFileHandle)

  delete As Boolean

  deleteDirectory As Boolean

  emptyDirectory

  exists As Boolean

  extension As String

  isDirectory As Boolean

  lastModified As Long

  length As Long

  mkdirs

  moveTo (dest As lgFileHandle)

  name As String

  nameWithoutExtension As String

  parent As lgFileHandle

  path As String

  pathWithoutExtension As String

  readBytes As Byte()

  readString As String

  readString2 (charset As String) As String

  sibling (name As String) As lgFileHandle

  tempDirectory (prefix As String) As lgFileHandle

  tempFile (prefix As String) As lgFileHandle

  toString As String

  type As com.badlogic.gdx.Files.FileType

  writeBytes (bytes() As Byte, append As Boolean)

  writeString (string As String, append As Boolean)

  writeString2 (string As String, append As Boolean, charset As String)

Members description:

child (name As String) As lgFileHandle
Returns a handle to the child with the specified name.
copyTo (dest As lgFileHandle)
Copies this file or directory to the specified file or directory.
If this handle is a file, then
1) if the destination is a file, it is overwritten, or
2) if the destination is a directory, this file is copied into it, or
3) if the destination doesn't exist, Mkdirs is called on the destination's parent and this file is copied into it with a new name.
If this handle is a directory, then
1) if the destination is a file, GdxRuntimeException is thrown, or
2) if the destination is a directory, this directory is copied into it recursively, overwriting existing files, or
3) if the destination doesn't exist, Mkdirs is called on the destination and this directory is copied into it recursively.
delete As Boolean
Deletes this file or empty directory and returns success. Will not delete a directory that has children.
deleteDirectory As Boolean
Deletes this file or directory and all children, recursively.
emptyDirectory
Deletes all children of this directory, recursively.
exists As Boolean
Returns true if the file exists. An internal handle to a directory will always return false.
extension As String
isDirectory As Boolean
Returns true if this file is a directory. An internal handle to an empty directory will return false.
lastModified As Long
Returns the last modified time in milliseconds for this file. Zero is returned if the file doesn't exist. Zero is returned for internal files.
length As Long
Returns the length in bytes of this file, or 0 if this file is a directory, does not exist, or the size cannot otherwise be
determined.
mkdirs
moveTo (dest As lgFileHandle)
Moves this file to the specified file, overwriting the file if it already exists.
name As String
Returns the name of the file, without any parent paths.
nameWithoutExtension As String
Returns the name of the file, without parent paths or the extension.
parent As lgFileHandle
path As String
Returns the path of the file as specified on construction, e.g. Files.internal("dir/file.png") -> dir/file.png.
pathWithoutExtension As String
Returns the path and filename without the extension, e.g. dir/dir2/file.png -> dir/dir2/file.
readBytes As Byte()
Reads the entire file into a byte array.
readString As String
Reads the entire file into a string using the platform's default charset.
readString2 (charset As String) As String
Reads the entire file into a string using the specified charset.
sibling (name As String) As lgFileHandle
Returns a handle to the sibling with the specified name.
tempDirectory (prefix As String) As lgFileHandle
tempFile (prefix As String) As lgFileHandle
toString As String
type As com.badlogic.gdx.Files.FileType
writeBytes (bytes() As Byte, append As Boolean)
Writes the specified bytes to the file. Parent directories will be created if necessary.
append: If false, this file will be overwritten if it exists, otherwise it will be appended.
writeString (string As String, append As Boolean)
Writes the specified string to the file using the default charset. Parent directories will be created if necessary.
append: If false, this file will be overwritten if it exists, otherwise it will be appended.
writeString2 (string As String, append As Boolean, charset As String)
Writes the specified string to the file as UTF-8. Parent directories will be created if necessary.
append: If false, this file will be overwritten if it exists, otherwise it will be appended.
charset: May be null to use the default charset.

lgFiles


Events:

None

Members:


  absolute (path As String) As lgFileHandle

  external (path As String) As lgFileHandle

  ExternalStoragePath As String [read only]

  FILETYPE_Absolute As com.badlogic.gdx.Files.FileType

  FILETYPE_External As com.badlogic.gdx.Files.FileType

  FILETYPE_Internal As com.badlogic.gdx.Files.FileType

  FILETYPE_Local As com.badlogic.gdx.Files.FileType

  getFileHandle (path As String, type As com.badlogic.gdx.Files.FileType) As lgFileHandle

  internal (path As String) As lgFileHandle

  isExternalStorageAvailable As Boolean

  isLocalStorageAvailable As Boolean

  local (path As String) As lgFileHandle

  LocalStoragePath As String [read only]

Members description:

absolute (path As String) As lgFileHandle
external (path As String) As lgFileHandle
ExternalStoragePath As String [read only]
FILETYPE_Absolute As com.badlogic.gdx.Files.FileType
FILETYPE_External As com.badlogic.gdx.Files.FileType
FILETYPE_Internal As com.badlogic.gdx.Files.FileType
FILETYPE_Local As com.badlogic.gdx.Files.FileType
getFileHandle (path As String, type As com.badlogic.gdx.Files.FileType) As lgFileHandle
internal (path As String) As lgFileHandle
isExternalStorageAvailable As Boolean
isLocalStorageAvailable As Boolean
local (path As String) As lgFileHandle
LocalStoragePath As String [read only]

lgFileTextureData


Events:

None

Members:


  consumeCompressedData

  consumePixmap As lgPixmap

  copyToPOT As Boolean

  DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType

  DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType

  disposePixmap As Boolean

  FileHandle As lgFileHandle [read only]

  Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]

  Height As Int [read only]

  Initialize (File As lgFileHandle, PreloadedPixmap As lgPixmap, Format As com.badlogic.gdx.graphics.Pixmap.Format, UseMipMaps As Boolean)

  isManaged As Boolean

  isPrepared As Boolean

  prepare

  Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]

  useMipMaps As Boolean

  Width As Int [read only]

Members description:

consumeCompressedData
Uploads the pixel data to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A call to Prepare must preceed a call to this method.
consumePixmap As lgPixmap
Returns the Pixmap for upload by Texture. A call to Prepare must preceed a call to this method. Any internal datastructures created in Prepare should be disposed of here.
copyToPOT As Boolean
DATATYPE_Compressed As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Float As com.badlogic.gdx.graphics.TextureData.TextureDataType
DATATYPE_Pixmap As com.badlogic.gdx.graphics.TextureData.TextureDataType
disposePixmap As Boolean
Returns whether the caller of ConsumePixmap should dispose the Pixmap returned by ConsumePixmap.
FileHandle As lgFileHandle [read only]
Format As com.badlogic.gdx.graphics.Pixmap.Format [read only]
Height As Int [read only]
Initialize (File As lgFileHandle, PreloadedPixmap As lgPixmap, Format As com.badlogic.gdx.graphics.Pixmap.Format, UseMipMaps As Boolean)
isManaged As Boolean
Returns whether this implementation can cope with a EGL context loss.
isPrepared As Boolean
Returns whether the TextureData is prepared or not.
prepare
Prepares the TextureData for a call to ConsumePixmap or ConsumeCompressedData. This method can be called from a non OpenGL thread and should thus not interact with OpenGL.
Type As com.badlogic.gdx.graphics.TextureData.TextureDataType [read only]
useMipMaps As Boolean
Returns whether to generate mipmaps or not.
Width As Int [read only]

lgFontGenerator


Events:

None

Members:


  CreateFont (Internal As String, Size As Int, Characters As String) As lgBitmapFont

  CreateFont2 (File As lgFileHandle, Size As Int, Characters As String) As lgBitmapFont

  CreateFont3 (Internal As String, Size As Int) As lgBitmapFont

  CreateFont4 (File As lgFileHandle, Size As Int) As lgBitmapFont

  CreateFonts (Internal As String, Sizes() As Int, Characters As String) As Map

  CreateFonts2 (File As lgFileHandle, Sizes() As Int, Characters As String) As Map

  CreateFonts3 (Internal As String, Sizes() As Int) As Map

  CreateFonts4 (File As lgFileHandle, Sizes() As Int) As Map

Members description:

CreateFont (Internal As String, Size As Int, Characters As String) As lgBitmapFont
Generates a new BitmapFont from a TrueType font file, containing glyphs for the given characters. Throws a GdxRuntimeException in case the font could not be generated. Using big sizes might cause such an exception. All characters need to fit onto a single texture.
Internal: The internal path of the font file.
Size: The size in pixels.
Characters: The characters the font should contain.
CreateFont2 (File As lgFileHandle, Size As Int, Characters As String) As lgBitmapFont
Generates a new BitmapFont from a TrueType font file, containing glyphs for the given characters. Throws a GdxRuntimeException in case the font could not be generated. Using big sizes might cause such an exception. All characters need to fit onto a single texture.
File: The file handle.
Size: The size in pixels.
Characters: The characters the font should contain.
CreateFont3 (Internal As String, Size As Int) As lgBitmapFont
Generates a new BitmapFont from a TrueType font file. Throws a GdxRuntimeException in case the font could not be generated. Using big sizes might cause such an exception. All characters need to fit onto a single texture.
Internal: The internal path of the font file.
Size: The size in pixels.
CreateFont4 (File As lgFileHandle, Size As Int) As lgBitmapFont
Generates a new BitmapFont from a TrueType font file. Throws a GdxRuntimeException in case the font could not be generated. Using big sizes might cause such an exception. All characters need to fit onto a single texture.
File: The file handle.
Size: The size in pixels.
CreateFonts (Internal As String, Sizes() As Int, Characters As String) As Map
Generates BitmapFonts of various sizes from a TrueType font file, containing glyphs for the given characters.
Returns a Map where the size is the key and the BitmapFont the value.
Internal: The internal path of the font file.
Sizes: An array containing the desired sizes in pixels.
Characters: The characters the font should contain.
CreateFonts2 (File As lgFileHandle, Sizes() As Int, Characters As String) As Map
Generates BitmapFonts of various sizes from a TrueType font file, containing glyphs for the given characters.
Returns a Map where the size is the key and the BitmapFont the value.
File: The file handle.
Sizes: An array containing the desired sizes in pixels.
Characters: The characters the font should contain.
CreateFonts3 (Internal As String, Sizes() As Int) As Map
Creates BitmapFonts of various sizes from a TrueType font file.
Returns a Map where the size is the key and the BitmapFont the value.
Internal: The internal path of the font file.
Sizes: An array containing the desired sizes in pixels.
CreateFonts4 (File As lgFileHandle, Sizes() As Int) As Map
Creates BitmapFonts of various sizes from a TrueType font file.
Returns a Map where the size is the key and the BitmapFont the value.
File: The file handle.
Sizes: An array containing the desired sizes in pixels.

lgGestureDetector


Events:

TouchDown(X As Float, Y As Float, Pointer As Int) As Boolean
Tap(X As Float, Y As Float, Count As Int) As Boolean
LongPress(X As Float, Y As Float) As Boolean
Fling(VelocityX As Float, VelocityY As Float) As Boolean
Pan(X As Float, Y As Float, DeltaX As Float, DeltaY As Float) As Boolean
PanStop(X As Float, Y As Float, Pointer As Int) As Boolean
Pinch(InitialPointer1 As lgMathVector2, InitialPointer2 As lgMathVector2, Pointer1 As lgMathVector2, Pointer2 As lgMathVector2) As Boolean
Zoom(InitialDistance As Float, Distance As Float) As Boolean

Members:


  Initialize (evtPrefix As String)

Members description:

Initialize (evtPrefix As String)
Registers a GestureDetector that detects gestures (tap, long press, fling, pan, zoom, pinch). It will be called each frame before the call to Render.
If another GestureDetector was already registered, it is replaced.

lgGL


Events:

None

Members:


  GL_GENERATE_MIPMAP As Int

  GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT As Int

  GL_TEXTURE_MAX_ANISOTROPY_EXT As Int

  GL10_ADD As Int

  GL10_ALIASED_LINE_WIDTH_RANGE As Int

  GL10_ALIASED_POINT_SIZE_RANGE As Int

  GL10_ALPHA As Int

  GL10_ALPHA_BITS As Int

  GL10_ALPHA_TEST As Int

  GL10_ALWAYS As Int

  GL10_AMBIENT As Int

  GL10_AMBIENT_AND_DIFFUSE As Int

  GL10_AND As Int

  GL10_AND_INVERTED As Int

  GL10_AND_REVERSE As Int

  GL10_BACK As Int

  GL10_BLEND As Int

  GL10_BLUE_BITS As Int

  GL10_BYTE As Int

  GL10_CCW As Int

  GL10_CLAMP_TO_EDGE As Int

  GL10_CLEAR As Int

  GL10_COLOR_ARRAY As Int

  GL10_COLOR_BUFFER_BIT As Int

  GL10_COLOR_LOGIC_OP As Int

  GL10_COLOR_MATERIAL As Int

  GL10_COMPRESSED_TEXTURE_FORMATS As Int

  GL10_CONSTANT_ATTENUATION As Int

  GL10_COPY As Int

  GL10_COPY_INVERTED As Int

  GL10_CULL_FACE As Int

  GL10_CW As Int

  GL10_DECAL As Int

  GL10_DECR As Int

  GL10_DEPTH_BITS As Int

  GL10_DEPTH_BUFFER_BIT As Int

  GL10_DEPTH_TEST As Int

  GL10_DIFFUSE As Int

  GL10_DITHER As Int

  GL10_DONT_CARE As Int

  GL10_DST_ALPHA As Int

  GL10_DST_COLOR As Int

  GL10_EMISSION As Int

  GL10_EQUAL As Int

  GL10_EQUIV As Int

  GL10_EXP As Int

  GL10_EXP2 As Int

  GL10_EXTENSIONS As Int

  GL10_FALSE As Int

  GL10_FASTEST As Int

  GL10_FILL As Int

  GL10_FLAT As Int

  GL10_FLOAT As Int

  GL10_FOG As Int

  GL10_FOG_COLOR As Int

  GL10_FOG_DENSITY As Int

  GL10_FOG_END As Int

  GL10_FOG_HINT As Int

  GL10_FOG_MODE As Int

  GL10_FOG_START As Int

  GL10_FRONT As Int

  GL10_FRONT_AND_BACK As Int

  GL10_GEQUAL As Int

  GL10_GREATER As Int

  GL10_GREEN_BITS As Int

  GL10_IMPLEMENTATION_COLOR_READ_FORMAT_OES As Int

  GL10_IMPLEMENTATION_COLOR_READ_TYPE_OES As Int

  GL10_INCR As Int

  GL10_INVALID_ENUM As Int

  GL10_INVALID_OPERATION As Int

  GL10_INVALID_VALUE As Int

  GL10_INVERT As Int

  GL10_KEEP As Int

  GL10_LEQUAL As Int

  GL10_LESS As Int

  GL10_LIGHT_MODEL_AMBIENT As Int

  GL10_LIGHT_MODEL_TWO_SIDE As Int

  GL10_LIGHT0 As Int

  GL10_LIGHT1 As Int

  GL10_LIGHT2 As Int

  GL10_LIGHT3 As Int

  GL10_LIGHT4 As Int

  GL10_LIGHT5 As Int

  GL10_LIGHT6 As Int

  GL10_LIGHT7 As Int

  GL10_LIGHTING As Int

  GL10_LINE As Int

  GL10_LINE_LOOP As Int

  GL10_LINE_SMOOTH As Int

  GL10_LINE_SMOOTH_HINT As Int

  GL10_LINE_STRIP As Int

  GL10_LINEAR As Int

  GL10_LINEAR_ATTENUATION As Int

  GL10_LINEAR_MIPMAP_LINEAR As Int

  GL10_LINEAR_MIPMAP_NEAREST As Int

  GL10_LINES As Int

  GL10_LUMINANCE As Int

  GL10_LUMINANCE_ALPHA As Int

  GL10_MAX_ELEMENTS_INDICES As Int

  GL10_MAX_ELEMENTS_VERTICES As Int

  GL10_MAX_LIGHTS As Int

  GL10_MAX_MODELVIEW_STACK_DEPTH As Int

  GL10_MAX_PROJECTION_STACK_DEPTH As Int

  GL10_MAX_TEXTURE_SIZE As Int

  GL10_MAX_TEXTURE_STACK_DEPTH As Int

  GL10_MAX_TEXTURE_UNITS As Int

  GL10_MAX_VIEWPORT_DIMS As Int

  GL10_MODELVIEW As Int

  GL10_MODULATE As Int

  GL10_MULTISAMPLE As Int

  GL10_NAND As Int

  GL10_NEAREST As Int

  GL10_NEAREST_MIPMAP_LINEAR As Int

  GL10_NEAREST_MIPMAP_NEAREST As Int

  GL10_NEVER As Int

  GL10_NICEST As Int

  GL10_NO_ERROR As Int

  GL10_NOOP As Int

  GL10_NOR As Int

  GL10_NORMAL_ARRAY As Int

  GL10_NORMALIZE As Int

  GL10_NOTEQUAL As Int

  GL10_NUM_COMPRESSED_TEXTURE_FORMATS As Int

  GL10_OES_compressed_paletted_texture As Int

  GL10_OES_read_format As Int

  GL10_OES_VERSION_1_0 As Int

  GL10_ONE As Int

  GL10_ONE_MINUS_DST_ALPHA As Int

  GL10_ONE_MINUS_DST_COLOR As Int

  GL10_ONE_MINUS_SRC_ALPHA As Int

  GL10_ONE_MINUS_SRC_COLOR As Int

  GL10_OR As Int

  GL10_OR_INVERTED As Int

  GL10_OR_REVERSE As Int

  GL10_OUT_OF_MEMORY As Int

  GL10_PACK_ALIGNMENT As Int

  GL10_PALETTE4_R5_G6_B5_OES As Int

  GL10_PALETTE4_RGB5_A1_OES As Int

  GL10_PALETTE4_RGB8_OES As Int

  GL10_PALETTE4_RGBA4_OES As Int

  GL10_PALETTE4_RGBA8_OES As Int

  GL10_PALETTE8_R5_G6_B5_OES As Int

  GL10_PALETTE8_RGB5_A1_OES As Int

  GL10_PALETTE8_RGB8_OES As Int

  GL10_PALETTE8_RGBA4_OES As Int

  GL10_PALETTE8_RGBA8_OES As Int

  GL10_PERSPECTIVE_CORRECTION_HINT As Int

  GL10_POINT As Int

  GL10_POINT_SMOOTH As Int

  GL10_POINT_SMOOTH_HINT As Int

  GL10_POINTS As Int

  GL10_POLYGON_OFFSET_FILL As Int

  GL10_POLYGON_SMOOTH_HINT As Int

  GL10_POSITION As Int

  GL10_PROJECTION As Int

  GL10_QUADRATIC_ATTENUATION As Int

  GL10_RED_BITS As Int

  GL10_RENDERER As Int

  GL10_REPEAT As Int

  GL10_REPLACE As Int

  GL10_RESCALE_NORMAL As Int

  GL10_RGB As Int

  GL10_RGBA As Int

  GL10_SAMPLE_ALPHA_TO_COVERAGE As Int

  GL10_SAMPLE_ALPHA_TO_ONE As Int

  GL10_SAMPLE_COVERAGE As Int

  GL10_SCISSOR_TEST As Int

  GL10_SET As Int

  GL10_SHININESS As Int

  GL10_SHORT As Int

  GL10_SMOOTH As Int

  GL10_SMOOTH_LINE_WIDTH_RANGE As Int

  GL10_SMOOTH_POINT_SIZE_RANGE As Int

  GL10_SPECULAR As Int

  GL10_SPOT_CUTOFF As Int

  GL10_SPOT_DIRECTION As Int

  GL10_SPOT_EXPONENT As Int

  GL10_SRC_ALPHA As Int

  GL10_SRC_ALPHA_SATURATE As Int

  GL10_SRC_COLOR As Int

  GL10_STACK_OVERFLOW As Int

  GL10_STACK_UNDERFLOW As Int

  GL10_STENCIL_BITS As Int

  GL10_STENCIL_BUFFER_BIT As Int

  GL10_STENCIL_TEST As Int

  GL10_SUBPIXEL_BITS As Int

  GL10_TEXTURE As Int

  GL10_TEXTURE_2D As Int

  GL10_TEXTURE_COORD_ARRAY As Int

  GL10_TEXTURE_ENV As Int

  GL10_TEXTURE_ENV_COLOR As Int

  GL10_TEXTURE_ENV_MODE As Int

  GL10_TEXTURE_MAG_FILTER As Int

  GL10_TEXTURE_MIN_FILTER As Int

  GL10_TEXTURE_WRAP_S As Int

  GL10_TEXTURE_WRAP_T As Int

  GL10_TEXTURE0 As Int

  GL10_TEXTURE1 As Int

  GL10_TEXTURE10 As Int

  GL10_TEXTURE11 As Int

  GL10_TEXTURE12 As Int

  GL10_TEXTURE13 As Int

  GL10_TEXTURE14 As Int

  GL10_TEXTURE15 As Int

  GL10_TEXTURE16 As Int

  GL10_TEXTURE17 As Int

  GL10_TEXTURE18 As Int

  GL10_TEXTURE19 As Int

  GL10_TEXTURE2 As Int

  GL10_TEXTURE20 As Int

  GL10_TEXTURE21 As Int

  GL10_TEXTURE22 As Int

  GL10_TEXTURE23 As Int

  GL10_TEXTURE24 As Int

  GL10_TEXTURE25 As Int

  GL10_TEXTURE26 As Int

  GL10_TEXTURE27 As Int

  GL10_TEXTURE28 As Int

  GL10_TEXTURE29 As Int

  GL10_TEXTURE3 As Int

  GL10_TEXTURE30 As Int

  GL10_TEXTURE31 As Int

  GL10_TEXTURE4 As Int

  GL10_TEXTURE5 As Int

  GL10_TEXTURE6 As Int

  GL10_TEXTURE7 As Int

  GL10_TEXTURE8 As Int

  GL10_TEXTURE9 As Int

  GL10_TRIANGLE_FAN As Int

  GL10_TRIANGLE_STRIP As Int

  GL10_TRIANGLES As Int

  GL10_TRUE As Int

  GL10_UNPACK_ALIGNMENT As Int

  GL10_UNSIGNED_BYTE As Int

  GL10_UNSIGNED_SHORT As Int

  GL10_UNSIGNED_SHORT_4_4_4_4 As Int

  GL10_UNSIGNED_SHORT_5_5_5_1 As Int

  GL10_UNSIGNED_SHORT_5_6_5 As Int

  GL10_VENDOR As Int

  GL10_VERSION As Int

  GL10_VERTEX_ARRAY As Int

  GL10_XOR As Int

  GL10_ZERO As Int

  GL11_ACTIVE_TEXTURE As Int

  GL11_ADD_SIGNED As Int

  GL11_ALPHA_SCALE As Int

  GL11_ALPHA_TEST_FUNC As Int

  GL11_ALPHA_TEST_REF As Int

  GL11_ARRAY_BUFFER As Int

  GL11_ARRAY_BUFFER_BINDING As Int

  GL11_BLEND_DST As Int

  GL11_BLEND_SRC As Int

  GL11_BUFFER_SIZE As Int

  GL11_BUFFER_USAGE As Int

  GL11_CLIENT_ACTIVE_TEXTURE As Int

  GL11_CLIP_PLANE0 As Int

  GL11_CLIP_PLANE1 As Int

  GL11_CLIP_PLANE2 As Int

  GL11_CLIP_PLANE3 As Int

  GL11_CLIP_PLANE4 As Int

  GL11_CLIP_PLANE5 As Int

  GL11_COLOR_ARRAY_BUFFER_BINDING As Int

  GL11_COLOR_ARRAY_POINTER As Int

  GL11_COLOR_ARRAY_SIZE As Int

  GL11_COLOR_ARRAY_STRIDE As Int

  GL11_COLOR_ARRAY_TYPE As Int

  GL11_COLOR_CLEAR_VALUE As Int

  GL11_COLOR_WRITEMASK As Int

  GL11_COMBINE As Int

  GL11_COMBINE_ALPHA As Int

  GL11_COMBINE_RGB As Int

  GL11_CONSTANT As Int

  GL11_COORD_REPLACE_OES As Int

  GL11_CULL_FACE_MODE As Int

  GL11_CURRENT_COLOR As Int

  GL11_CURRENT_NORMAL As Int

  GL11_CURRENT_TEXTURE_COORDS As Int

  GL11_DEPTH_CLEAR_VALUE As Int

  GL11_DEPTH_FUNC As Int

  GL11_DEPTH_RANGE As Int

  GL11_DEPTH_WRITEMASK As Int

  GL11_DOT3_RGB As Int

  GL11_DOT3_RGBA As Int

  GL11_DYNAMIC_DRAW As Int

  GL11_ELEMENT_ARRAY_BUFFER As Int

  GL11_ELEMENT_ARRAY_BUFFER_BINDING As Int

  GL11_FRONT_FACE As Int

  GL11_GENERATE_MIPMAP As Int

  GL11_GENERATE_MIPMAP_HINT As Int

  GL11_INTERPOLATE As Int

  GL11_LINE_WIDTH As Int

  GL11_LOGIC_OP_MODE As Int

  GL11_MATRIX_MODE As Int

  GL11_MAX_CLIP_PLANES As Int

  GL11_MAX_ELEMENTS_INDICES As Int

  GL11_MAX_ELEMENTS_VERTICES As Int

  GL11_MODELVIEW_MATRIX As Int

  GL11_MODELVIEW_STACK_DEPTH As Int

  GL11_NORMAL_ARRAY_BUFFER_BINDING As Int

  GL11_NORMAL_ARRAY_POINTER As Int

  GL11_NORMAL_ARRAY_STRIDE As Int

  GL11_NORMAL_ARRAY_TYPE As Int

  GL11_OES_point_size_array As Int

  GL11_OES_point_sprite As Int

  GL11_OES_VERSION_1_0 As Int

  GL11_OPERAND0_ALPHA As Int

  GL11_OPERAND0_RGB As Int

  GL11_OPERAND1_ALPHA As Int

  GL11_OPERAND1_RGB As Int

  GL11_OPERAND2_ALPHA As Int

  GL11_OPERAND2_RGB As Int

  GL11_POINT_DISTANCE_ATTENUATION As Int

  GL11_POINT_FADE_THRESHOLD_SIZE As Int

  GL11_POINT_SIZE As Int

  GL11_POINT_SIZE_ARRAY_BUFFER_BINDING_OES As Int

  GL11_POINT_SIZE_ARRAY_OES As Int

  GL11_POINT_SIZE_ARRAY_POINTER_OES As Int

  GL11_POINT_SIZE_ARRAY_STRIDE_OES As Int

  GL11_POINT_SIZE_ARRAY_TYPE_OES As Int

  GL11_POINT_SIZE_MAX As Int

  GL11_POINT_SIZE_MIN As Int

  GL11_POINT_SPRITE_OES As Int

  GL11_POLYGON_OFFSET_FACTOR As Int

  GL11_POLYGON_OFFSET_UNITS As Int

  GL11_POLYGON_SMOOTH_HINT As Int

  GL11_PREVIOUS As Int

  GL11_PRIMARY_COLOR As Int

  GL11_PROJECTION_MATRIX As Int

  GL11_PROJECTION_STACK_DEPTH As Int

  GL11_RGB_SCALE As Int

  GL11_SAMPLE_BUFFERS As Int

  GL11_SAMPLE_COVERAGE_INVERT As Int

  GL11_SAMPLE_COVERAGE_VALUE As Int

  GL11_SAMPLES As Int

  GL11_SCISSOR_BOX As Int

  GL11_SHADE_MODEL As Int

  GL11_SRC0_ALPHA As Int

  GL11_SRC0_RGB As Int

  GL11_SRC1_ALPHA As Int

  GL11_SRC1_RGB As Int

  GL11_SRC2_ALPHA As Int

  GL11_SRC2_RGB As Int

  GL11_STATIC_DRAW As Int

  GL11_STENCIL_CLEAR_VALUE As Int

  GL11_STENCIL_FAIL As Int

  GL11_STENCIL_FUNC As Int

  GL11_STENCIL_PASS_DEPTH_FAIL As Int

  GL11_STENCIL_PASS_DEPTH_PASS As Int

  GL11_STENCIL_REF As Int

  GL11_STENCIL_VALUE_MASK As Int

  GL11_STENCIL_WRITEMASK As Int

  GL11_SUBTRACT As Int

  GL11_TEXTURE_BINDING_2D As Int

  GL11_TEXTURE_COORD_ARRAY_BUFFER_BINDING As Int

  GL11_TEXTURE_COORD_ARRAY_POINTER As Int

  GL11_TEXTURE_COORD_ARRAY_SIZE As Int

  GL11_TEXTURE_COORD_ARRAY_STRIDE As Int

  GL11_TEXTURE_COORD_ARRAY_TYPE As Int

  GL11_TEXTURE_MATRIX As Int

  GL11_TEXTURE_STACK_DEPTH As Int

  GL11_VERSION_ES_CL_1_0 As Int

  GL11_VERSION_ES_CL_1_1 As Int

  GL11_VERSION_ES_CM_1_0 As Int

  GL11_VERSION_ES_CM_1_1 As Int

  GL11_VERTEX_ARRAY_BUFFER_BINDING As Int

  GL11_VERTEX_ARRAY_POINTER As Int

  GL11_VERTEX_ARRAY_SIZE As Int

  GL11_VERTEX_ARRAY_STRIDE As Int

  GL11_VERTEX_ARRAY_TYPE As Int

  GL11_VIEWPORT As Int

  GL20_ACTIVE_ATTRIBUTE_MAX_LENGTH As Int

  GL20_ACTIVE_ATTRIBUTES As Int

  GL20_ACTIVE_TEXTURE As Int

  GL20_ACTIVE_UNIFORM_MAX_LENGTH As Int

  GL20_ACTIVE_UNIFORMS As Int

  GL20_ALIASED_LINE_WIDTH_RANGE As Int

  GL20_ALIASED_POINT_SIZE_RANGE As Int

  GL20_ALPHA As Int

  GL20_ALPHA_BITS As Int

  GL20_ALWAYS As Int

  GL20_ARRAY_BUFFER As Int

  GL20_ARRAY_BUFFER_BINDING As Int

  GL20_ATTACHED_SHADERS As Int

  GL20_BACK As Int

  GL20_BLEND As Int

  GL20_BLEND_COLOR As Int

  GL20_BLEND_DST_ALPHA As Int

  GL20_BLEND_DST_RGB As Int

  GL20_BLEND_EQUATION As Int

  GL20_BLEND_EQUATION_ALPHA As Int

  GL20_BLEND_EQUATION_RGB As Int

  GL20_BLEND_SRC_ALPHA As Int

  GL20_BLEND_SRC_RGB As Int

  GL20_BLUE_BITS As Int

  GL20_BOOL As Int

  GL20_BOOL_VEC2 As Int

  GL20_BOOL_VEC3 As Int

  GL20_BOOL_VEC4 As Int

  GL20_BUFFER_SIZE As Int

  GL20_BUFFER_USAGE As Int

  GL20_BYTE As Int

  GL20_CCW As Int

  GL20_CLAMP_TO_EDGE As Int

  GL20_COLOR_ATTACHMENT0 As Int

  GL20_COLOR_BUFFER_BIT As Int

  GL20_COLOR_CLEAR_VALUE As Int

  GL20_COLOR_WRITEMASK As Int

  GL20_COMPILE_STATUS As Int

  GL20_COMPRESSED_TEXTURE_FORMATS As Int

  GL20_CONSTANT_ALPHA As Int

  GL20_CONSTANT_COLOR As Int

  GL20_COVERAGE_BUFFER_BIT_NV As Int

  GL20_CULL_FACE As Int

  GL20_CULL_FACE_MODE As Int

  GL20_CURRENT_PROGRAM As Int

  GL20_CURRENT_VERTEX_ATTRIB As Int

  GL20_CW As Int

  GL20_DECR As Int

  GL20_DECR_WRAP As Int

  GL20_DELETE_STATUS As Int

  GL20_DEPTH_ATTACHMENT As Int

  GL20_DEPTH_BITS As Int

  GL20_DEPTH_BUFFER_BIT As Int

  GL20_DEPTH_CLEAR_VALUE As Int

  GL20_DEPTH_COMPONENT As Int

  GL20_DEPTH_COMPONENT16 As Int

  GL20_DEPTH_FUNC As Int

  GL20_DEPTH_RANGE As Int

  GL20_DEPTH_TEST As Int

  GL20_DEPTH_WRITEMASK As Int

  GL20_DITHER As Int

  GL20_DONT_CARE As Int

  GL20_DST_ALPHA As Int

  GL20_DST_COLOR As Int

  GL20_DYNAMIC_DRAW As Int

  GL20_ELEMENT_ARRAY_BUFFER As Int

  GL20_ELEMENT_ARRAY_BUFFER_BINDING As Int

  GL20_EQUAL As Int

  GL20_ES_VERSION_2_0 As Int

  GL20_EXTENSIONS As Int

  GL20_FALSE As Int

  GL20_FASTEST As Int

  GL20_FIXED As Int

  GL20_FLOAT As Int

  GL20_FLOAT_MAT2 As Int

  GL20_FLOAT_MAT3 As Int

  GL20_FLOAT_MAT4 As Int

  GL20_FLOAT_VEC2 As Int

  GL20_FLOAT_VEC3 As Int

  GL20_FLOAT_VEC4 As Int

  GL20_FRAGMENT_SHADER As Int

  GL20_FRAMEBUFFER As Int

  GL20_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME As Int

  GL20_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE As Int

  GL20_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE As Int

  GL20_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL As Int

  GL20_FRAMEBUFFER_BINDING As Int

  GL20_FRAMEBUFFER_COMPLETE As Int

  GL20_FRAMEBUFFER_INCOMPLETE_ATTACHMENT As Int

  GL20_FRAMEBUFFER_INCOMPLETE_DIMENSIONS As Int

  GL20_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT As Int

  GL20_FRAMEBUFFER_UNSUPPORTED As Int

  GL20_FRONT As Int

  GL20_FRONT_AND_BACK As Int

  GL20_FRONT_FACE As Int

  GL20_FUNC_ADD As Int

  GL20_FUNC_REVERSE_SUBTRACT As Int

  GL20_FUNC_SUBTRACT As Int

  GL20_GENERATE_MIPMAP_HINT As Int

  GL20_GEQUAL As Int

  GL20_GREATER As Int

  GL20_GREEN_BITS As Int

  GL20_HIGH_FLOAT As Int

  GL20_HIGH_INT As Int

  GL20_IMPLEMENTATION_COLOR_READ_FORMAT As Int

  GL20_IMPLEMENTATION_COLOR_READ_TYPE As Int

  GL20_INCR As Int

  GL20_INCR_WRAP As Int

  GL20_INFO_LOG_LENGTH As Int

  GL20_INT As Int

  GL20_INT_VEC2 As Int

  GL20_INT_VEC3 As Int

  GL20_INT_VEC4 As Int

  GL20_INVALID_ENUM As Int

  GL20_INVALID_FRAMEBUFFER_OPERATION As Int

  GL20_INVALID_OPERATION As Int

  GL20_INVALID_VALUE As Int

  GL20_INVERT As Int

  GL20_KEEP As Int

  GL20_LEQUAL As Int

  GL20_LESS As Int

  GL20_LINE_LOOP As Int

  GL20_LINE_STRIP As Int

  GL20_LINE_WIDTH As Int

  GL20_LINEAR As Int

  GL20_LINEAR_MIPMAP_LINEAR As Int

  GL20_LINEAR_MIPMAP_NEAREST As Int

  GL20_LINES As Int

  GL20_LINK_STATUS As Int

  GL20_LOW_FLOAT As Int

  GL20_LOW_INT As Int

  GL20_LUMINANCE As Int

  GL20_LUMINANCE_ALPHA As Int

  GL20_MAX_COMBINED_TEXTURE_IMAGE_UNITS As Int

  GL20_MAX_CUBE_MAP_TEXTURE_SIZE As Int

  GL20_MAX_FRAGMENT_UNIFORM_VECTORS As Int

  GL20_MAX_RENDERBUFFER_SIZE As Int

  GL20_MAX_TEXTURE_IMAGE_UNITS As Int

  GL20_MAX_TEXTURE_SIZE As Int

  GL20_MAX_TEXTURE_UNITS As Int

  GL20_MAX_VARYING_VECTORS As Int

  GL20_MAX_VERTEX_ATTRIBS As Int

  GL20_MAX_VERTEX_TEXTURE_IMAGE_UNITS As Int

  GL20_MAX_VERTEX_UNIFORM_VECTORS As Int

  GL20_MAX_VIEWPORT_DIMS As Int

  GL20_MEDIUM_FLOAT As Int

  GL20_MEDIUM_INT As Int

  GL20_MIRRORED_REPEAT As Int

  GL20_NEAREST As Int

  GL20_NEAREST_MIPMAP_LINEAR As Int

  GL20_NEAREST_MIPMAP_NEAREST As Int

  GL20_NEVER As Int

  GL20_NICEST As Int

  GL20_NO_ERROR As Int

  GL20_NONE As Int

  GL20_NOTEQUAL As Int

  GL20_NUM_COMPRESSED_TEXTURE_FORMATS As Int

  GL20_NUM_SHADER_BINARY_FORMATS As Int

  GL20_ONE As Int

  GL20_ONE_MINUS_CONSTANT_ALPHA As Int

  GL20_ONE_MINUS_CONSTANT_COLOR As Int

  GL20_ONE_MINUS_DST_ALPHA As Int

  GL20_ONE_MINUS_DST_COLOR As Int

  GL20_ONE_MINUS_SRC_ALPHA As Int

  GL20_ONE_MINUS_SRC_COLOR As Int

  GL20_OUT_OF_MEMORY As Int

  GL20_PACK_ALIGNMENT As Int

  GL20_POINTS As Int

  GL20_POLYGON_OFFSET_FACTOR As Int

  GL20_POLYGON_OFFSET_FILL As Int

  GL20_POLYGON_OFFSET_UNITS As Int

  GL20_RED_BITS As Int

  GL20_RENDERBUFFER As Int

  GL20_RENDERBUFFER_ALPHA_SIZE As Int

  GL20_RENDERBUFFER_BINDING As Int

  GL20_RENDERBUFFER_BLUE_SIZE As Int

  GL20_RENDERBUFFER_DEPTH_SIZE As Int

  GL20_RENDERBUFFER_GREEN_SIZE As Int

  GL20_RENDERBUFFER_HEIGHT As Int

  GL20_RENDERBUFFER_INTERNAL_FORMAT As Int

  GL20_RENDERBUFFER_RED_SIZE As Int

  GL20_RENDERBUFFER_STENCIL_SIZE As Int

  GL20_RENDERBUFFER_WIDTH As Int

  GL20_RENDERER As Int

  GL20_REPEAT As Int

  GL20_REPLACE As Int

  GL20_RGB As Int

  GL20_RGB5_A1 As Int

  GL20_RGB565 As Int

  GL20_RGBA As Int

  GL20_RGBA4 As Int

  GL20_SAMPLE_ALPHA_TO_COVERAGE As Int

  GL20_SAMPLE_BUFFERS As Int

  GL20_SAMPLE_COVERAGE As Int

  GL20_SAMPLE_COVERAGE_INVERT As Int

  GL20_SAMPLE_COVERAGE_VALUE As Int

  GL20_SAMPLER_2D As Int

  GL20_SAMPLER_CUBE As Int

  GL20_SAMPLES As Int

  GL20_SCISSOR_BOX As Int

  GL20_SCISSOR_TEST As Int

  GL20_SHADER_BINARY_FORMATS As Int

  GL20_SHADER_COMPILER As Int

  GL20_SHADER_SOURCE_LENGTH As Int

  GL20_SHADER_TYPE As Int

  GL20_SHADING_LANGUAGE_VERSION As Int

  GL20_SHORT As Int

  GL20_SRC_ALPHA As Int

  GL20_SRC_ALPHA_SATURATE As Int

  GL20_SRC_COLOR As Int

  GL20_STATIC_DRAW As Int

  GL20_STENCIL_ATTACHMENT As Int

  GL20_STENCIL_BACK_FAIL As Int

  GL20_STENCIL_BACK_FUNC As Int

  GL20_STENCIL_BACK_PASS_DEPTH_FAIL As Int

  GL20_STENCIL_BACK_PASS_DEPTH_PASS As Int

  GL20_STENCIL_BACK_REF As Int

  GL20_STENCIL_BACK_VALUE_MASK As Int

  GL20_STENCIL_BACK_WRITEMASK As Int

  GL20_STENCIL_BITS As Int

  GL20_STENCIL_BUFFER_BIT As Int

  GL20_STENCIL_CLEAR_VALUE As Int

  GL20_STENCIL_FAIL As Int

  GL20_STENCIL_FUNC As Int

  GL20_STENCIL_INDEX As Int

  GL20_STENCIL_INDEX8 As Int

  GL20_STENCIL_PASS_DEPTH_FAIL As Int

  GL20_STENCIL_PASS_DEPTH_PASS As Int

  GL20_STENCIL_REF As Int

  GL20_STENCIL_TEST As Int

  GL20_STENCIL_VALUE_MASK As Int

  GL20_STENCIL_WRITEMASK As Int

  GL20_STREAM_DRAW As Int

  GL20_SUBPIXEL_BITS As Int

  GL20_TEXTURE As Int

  GL20_TEXTURE_2D As Int

  GL20_TEXTURE_BINDING_2D As Int

  GL20_TEXTURE_BINDING_CUBE_MAP As Int

  GL20_TEXTURE_CUBE_MAP As Int

  GL20_TEXTURE_CUBE_MAP_NEGATIVE_X As Int

  GL20_TEXTURE_CUBE_MAP_NEGATIVE_Y As Int

  GL20_TEXTURE_CUBE_MAP_NEGATIVE_Z As Int

  GL20_TEXTURE_CUBE_MAP_POSITIVE_X As Int

  GL20_TEXTURE_CUBE_MAP_POSITIVE_Y As Int

  GL20_TEXTURE_CUBE_MAP_POSITIVE_Z As Int

  GL20_TEXTURE_MAG_FILTER As Int

  GL20_TEXTURE_MIN_FILTER As Int

  GL20_TEXTURE_WRAP_S As Int

  GL20_TEXTURE_WRAP_T As Int

  GL20_TEXTURE0 As Int

  GL20_TEXTURE1 As Int

  GL20_TEXTURE10 As Int

  GL20_TEXTURE11 As Int

  GL20_TEXTURE12 As Int

  GL20_TEXTURE13 As Int

  GL20_TEXTURE14 As Int

  GL20_TEXTURE15 As Int

  GL20_TEXTURE16 As Int

  GL20_TEXTURE17 As Int

  GL20_TEXTURE18 As Int

  GL20_TEXTURE19 As Int

  GL20_TEXTURE2 As Int

  GL20_TEXTURE20 As Int

  GL20_TEXTURE21 As Int

  GL20_TEXTURE22 As Int

  GL20_TEXTURE23 As Int

  GL20_TEXTURE24 As Int

  GL20_TEXTURE25 As Int

  GL20_TEXTURE26 As Int

  GL20_TEXTURE27 As Int

  GL20_TEXTURE28 As Int

  GL20_TEXTURE29 As Int

  GL20_TEXTURE3 As Int

  GL20_TEXTURE30 As Int

  GL20_TEXTURE31 As Int

  GL20_TEXTURE4 As Int

  GL20_TEXTURE5 As Int

  GL20_TEXTURE6 As Int

  GL20_TEXTURE7 As Int

  GL20_TEXTURE8 As Int

  GL20_TEXTURE9 As Int

  GL20_TRIANGLE_FAN As Int

  GL20_TRIANGLE_STRIP As Int

  GL20_TRIANGLES As Int

  GL20_TRUE As Int

  GL20_UNPACK_ALIGNMENT As Int

  GL20_UNSIGNED_BYTE As Int

  GL20_UNSIGNED_INT As Int

  GL20_UNSIGNED_SHORT As Int

  GL20_UNSIGNED_SHORT_4_4_4_4 As Int

  GL20_UNSIGNED_SHORT_5_5_5_1 As Int

  GL20_UNSIGNED_SHORT_5_6_5 As Int

  GL20_VALIDATE_STATUS As Int

  GL20_VENDOR As Int

  GL20_VERSION As Int

  GL20_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING As Int

  GL20_VERTEX_ATTRIB_ARRAY_ENABLED As Int

  GL20_VERTEX_ATTRIB_ARRAY_NORMALIZED As Int

  GL20_VERTEX_ATTRIB_ARRAY_POINTER As Int

  GL20_VERTEX_ATTRIB_ARRAY_SIZE As Int

  GL20_VERTEX_ATTRIB_ARRAY_STRIDE As Int

  GL20_VERTEX_ATTRIB_ARRAY_TYPE As Int

  GL20_VERTEX_PROGRAM_POINT_SIZE As Int

  GL20_VERTEX_SHADER As Int

  GL20_VIEWPORT As Int

  GL20_ZERO As Int

  glActiveTexture (texture As Int)

  glBindTexture (target As Int, texture As Int)

  glBlendFunc (sfactor As Int, dfactor As Int)

  glClear (mask As Int)

  glClearColor (red As Float, green As Float, blue As Float, alpha As Float)

  glClearDepthf (depth As Float)

  glClearStencil (s As Int)

  glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)

  glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)

  glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)

  glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)

  glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)

  glCullFace (mode As Int)

  glDeleteTextures (n As Int, textures As java.nio.IntBuffer)

  glDepthFunc (func As Int)

  glDepthMask (flag As Boolean)

  glDepthRangef (zNear As Float, zFar As Float)

  glDisable (cap As Int)

  glDrawArrays (mode As Int, first As Int, count As Int)

  glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)

  glEnable (cap As Int)

  glFinish

  glFlush

  glFrontFace (mode As Int)

  glGenTextures (n As Int, textures As java.nio.IntBuffer)

  glGetError As Int

  glGetIntegerv (pname As Int, params As java.nio.IntBuffer)

  glGetString (name As Int) As String

  glHint (target As Int, mode As Int)

  glLineWidth (width As Float)

  glPixelStorei (pname As Int, param As Int)

  glPolygonOffset (factor As Float, units As Float)

  glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glScissor (x As Int, y As Int, width As Int, height As Int)

  glStencilFunc (func As Int, ref As Int, mask As Int)

  glStencilMask (mask As Int)

  glStencilOp (fail As Int, zfail As Int, zpass As Int)

  glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glTexParameterf (target As Int, pname As Int, param As Float)

  glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)

  glViewport (x As Int, y As Int, width As Int, height As Int)

  InternalObject As com.badlogic.gdx.graphics.GLCommon [read only]

Members description:

GL_GENERATE_MIPMAP As Int
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT As Int
GL_TEXTURE_MAX_ANISOTROPY_EXT As Int
GL10_ADD As Int
GL10_ALIASED_LINE_WIDTH_RANGE As Int
GL10_ALIASED_POINT_SIZE_RANGE As Int
GL10_ALPHA As Int
GL10_ALPHA_BITS As Int
GL10_ALPHA_TEST As Int
GL10_ALWAYS As Int
GL10_AMBIENT As Int
GL10_AMBIENT_AND_DIFFUSE As Int
GL10_AND As Int
GL10_AND_INVERTED As Int
GL10_AND_REVERSE As Int
GL10_BACK As Int
GL10_BLEND As Int
GL10_BLUE_BITS As Int
GL10_BYTE As Int
GL10_CCW As Int
GL10_CLAMP_TO_EDGE As Int
GL10_CLEAR As Int
GL10_COLOR_ARRAY As Int
GL10_COLOR_BUFFER_BIT As Int
GL10_COLOR_LOGIC_OP As Int
GL10_COLOR_MATERIAL As Int
GL10_COMPRESSED_TEXTURE_FORMATS As Int
GL10_CONSTANT_ATTENUATION As Int
GL10_COPY As Int
GL10_COPY_INVERTED As Int
GL10_CULL_FACE As Int
GL10_CW As Int
GL10_DECAL As Int
GL10_DECR As Int
GL10_DEPTH_BITS As Int
GL10_DEPTH_BUFFER_BIT As Int
GL10_DEPTH_TEST As Int
GL10_DIFFUSE As Int
GL10_DITHER As Int
GL10_DONT_CARE As Int
GL10_DST_ALPHA As Int
GL10_DST_COLOR As Int
GL10_EMISSION As Int
GL10_EQUAL As Int
GL10_EQUIV As Int
GL10_EXP As Int
GL10_EXP2 As Int
GL10_EXTENSIONS As Int
GL10_FALSE As Int
GL10_FASTEST As Int
GL10_FILL As Int
GL10_FLAT As Int
GL10_FLOAT As Int
GL10_FOG As Int
GL10_FOG_COLOR As Int
GL10_FOG_DENSITY As Int
GL10_FOG_END As Int
GL10_FOG_HINT As Int
GL10_FOG_MODE As Int
GL10_FOG_START As Int
GL10_FRONT As Int
GL10_FRONT_AND_BACK As Int
GL10_GEQUAL As Int
GL10_GREATER As Int
GL10_GREEN_BITS As Int
GL10_IMPLEMENTATION_COLOR_READ_FORMAT_OES As Int
GL10_IMPLEMENTATION_COLOR_READ_TYPE_OES As Int
GL10_INCR As Int
GL10_INVALID_ENUM As Int
GL10_INVALID_OPERATION As Int
GL10_INVALID_VALUE As Int
GL10_INVERT As Int
GL10_KEEP As Int
GL10_LEQUAL As Int
GL10_LESS As Int
GL10_LIGHT_MODEL_AMBIENT As Int
GL10_LIGHT_MODEL_TWO_SIDE As Int
GL10_LIGHT0 As Int
GL10_LIGHT1 As Int
GL10_LIGHT2 As Int
GL10_LIGHT3 As Int
GL10_LIGHT4 As Int
GL10_LIGHT5 As Int
GL10_LIGHT6 As Int
GL10_LIGHT7 As Int
GL10_LIGHTING As Int
GL10_LINE As Int
GL10_LINE_LOOP As Int
GL10_LINE_SMOOTH As Int
GL10_LINE_SMOOTH_HINT As Int
GL10_LINE_STRIP As Int
GL10_LINEAR As Int
GL10_LINEAR_ATTENUATION As Int
GL10_LINEAR_MIPMAP_LINEAR As Int
GL10_LINEAR_MIPMAP_NEAREST As Int
GL10_LINES As Int
GL10_LUMINANCE As Int
GL10_LUMINANCE_ALPHA As Int
GL10_MAX_ELEMENTS_INDICES As Int
GL10_MAX_ELEMENTS_VERTICES As Int
GL10_MAX_LIGHTS As Int
GL10_MAX_MODELVIEW_STACK_DEPTH As Int
GL10_MAX_PROJECTION_STACK_DEPTH As Int
GL10_MAX_TEXTURE_SIZE As Int
GL10_MAX_TEXTURE_STACK_DEPTH As Int
GL10_MAX_TEXTURE_UNITS As Int
GL10_MAX_VIEWPORT_DIMS As Int
GL10_MODELVIEW As Int
GL10_MODULATE As Int
GL10_MULTISAMPLE As Int
GL10_NAND As Int
GL10_NEAREST As Int
GL10_NEAREST_MIPMAP_LINEAR As Int
GL10_NEAREST_MIPMAP_NEAREST As Int
GL10_NEVER As Int
GL10_NICEST As Int
GL10_NO_ERROR As Int
GL10_NOOP As Int
GL10_NOR As Int
GL10_NORMAL_ARRAY As Int
GL10_NORMALIZE As Int
GL10_NOTEQUAL As Int
GL10_NUM_COMPRESSED_TEXTURE_FORMATS As Int
GL10_OES_compressed_paletted_texture As Int
GL10_OES_read_format As Int
GL10_OES_VERSION_1_0 As Int
GL10_ONE As Int
GL10_ONE_MINUS_DST_ALPHA As Int
GL10_ONE_MINUS_DST_COLOR As Int
GL10_ONE_MINUS_SRC_ALPHA As Int
GL10_ONE_MINUS_SRC_COLOR As Int
GL10_OR As Int
GL10_OR_INVERTED As Int
GL10_OR_REVERSE As Int
GL10_OUT_OF_MEMORY As Int
GL10_PACK_ALIGNMENT As Int
GL10_PALETTE4_R5_G6_B5_OES As Int
GL10_PALETTE4_RGB5_A1_OES As Int
GL10_PALETTE4_RGB8_OES As Int
GL10_PALETTE4_RGBA4_OES As Int
GL10_PALETTE4_RGBA8_OES As Int
GL10_PALETTE8_R5_G6_B5_OES As Int
GL10_PALETTE8_RGB5_A1_OES As Int
GL10_PALETTE8_RGB8_OES As Int
GL10_PALETTE8_RGBA4_OES As Int
GL10_PALETTE8_RGBA8_OES As Int
GL10_PERSPECTIVE_CORRECTION_HINT As Int
GL10_POINT As Int
GL10_POINT_SMOOTH As Int
GL10_POINT_SMOOTH_HINT As Int
GL10_POINTS As Int
GL10_POLYGON_OFFSET_FILL As Int
GL10_POLYGON_SMOOTH_HINT As Int
GL10_POSITION As Int
GL10_PROJECTION As Int
GL10_QUADRATIC_ATTENUATION As Int
GL10_RED_BITS As Int
GL10_RENDERER As Int
GL10_REPEAT As Int
GL10_REPLACE As Int
GL10_RESCALE_NORMAL As Int
GL10_RGB As Int
GL10_RGBA As Int
GL10_SAMPLE_ALPHA_TO_COVERAGE As Int
GL10_SAMPLE_ALPHA_TO_ONE As Int
GL10_SAMPLE_COVERAGE As Int
GL10_SCISSOR_TEST As Int
GL10_SET As Int
GL10_SHININESS As Int
GL10_SHORT As Int
GL10_SMOOTH As Int
GL10_SMOOTH_LINE_WIDTH_RANGE As Int
GL10_SMOOTH_POINT_SIZE_RANGE As Int
GL10_SPECULAR As Int
GL10_SPOT_CUTOFF As Int
GL10_SPOT_DIRECTION As Int
GL10_SPOT_EXPONENT As Int
GL10_SRC_ALPHA As Int
GL10_SRC_ALPHA_SATURATE As Int
GL10_SRC_COLOR As Int
GL10_STACK_OVERFLOW As Int
GL10_STACK_UNDERFLOW As Int
GL10_STENCIL_BITS As Int
GL10_STENCIL_BUFFER_BIT As Int
GL10_STENCIL_TEST As Int
GL10_SUBPIXEL_BITS As Int
GL10_TEXTURE As Int
GL10_TEXTURE_2D As Int
GL10_TEXTURE_COORD_ARRAY As Int
GL10_TEXTURE_ENV As Int
GL10_TEXTURE_ENV_COLOR As Int
GL10_TEXTURE_ENV_MODE As Int
GL10_TEXTURE_MAG_FILTER As Int
GL10_TEXTURE_MIN_FILTER As Int
GL10_TEXTURE_WRAP_S As Int
GL10_TEXTURE_WRAP_T As Int
GL10_TEXTURE0 As Int
GL10_TEXTURE1 As Int
GL10_TEXTURE10 As Int
GL10_TEXTURE11 As Int
GL10_TEXTURE12 As Int
GL10_TEXTURE13 As Int
GL10_TEXTURE14 As Int
GL10_TEXTURE15 As Int
GL10_TEXTURE16 As Int
GL10_TEXTURE17 As Int
GL10_TEXTURE18 As Int
GL10_TEXTURE19 As Int
GL10_TEXTURE2 As Int
GL10_TEXTURE20 As Int
GL10_TEXTURE21 As Int
GL10_TEXTURE22 As Int
GL10_TEXTURE23 As Int
GL10_TEXTURE24 As Int
GL10_TEXTURE25 As Int
GL10_TEXTURE26 As Int
GL10_TEXTURE27 As Int
GL10_TEXTURE28 As Int
GL10_TEXTURE29 As Int
GL10_TEXTURE3 As Int
GL10_TEXTURE30 As Int
GL10_TEXTURE31 As Int
GL10_TEXTURE4 As Int
GL10_TEXTURE5 As Int
GL10_TEXTURE6 As Int
GL10_TEXTURE7 As Int
GL10_TEXTURE8 As Int
GL10_TEXTURE9 As Int
GL10_TRIANGLE_FAN As Int
GL10_TRIANGLE_STRIP As Int
GL10_TRIANGLES As Int
GL10_TRUE As Int
GL10_UNPACK_ALIGNMENT As Int
GL10_UNSIGNED_BYTE As Int
GL10_UNSIGNED_SHORT As Int
GL10_UNSIGNED_SHORT_4_4_4_4 As Int
GL10_UNSIGNED_SHORT_5_5_5_1 As Int
GL10_UNSIGNED_SHORT_5_6_5 As Int
GL10_VENDOR As Int
GL10_VERSION As Int
GL10_VERTEX_ARRAY As Int
GL10_XOR As Int
GL10_ZERO As Int
GL11_ACTIVE_TEXTURE As Int
GL11_ADD_SIGNED As Int
GL11_ALPHA_SCALE As Int
GL11_ALPHA_TEST_FUNC As Int
GL11_ALPHA_TEST_REF As Int
GL11_ARRAY_BUFFER As Int
GL11_ARRAY_BUFFER_BINDING As Int
GL11_BLEND_DST As Int
GL11_BLEND_SRC As Int
GL11_BUFFER_SIZE As Int
GL11_BUFFER_USAGE As Int
GL11_CLIENT_ACTIVE_TEXTURE As Int
GL11_CLIP_PLANE0 As Int
GL11_CLIP_PLANE1 As Int
GL11_CLIP_PLANE2 As Int
GL11_CLIP_PLANE3 As Int
GL11_CLIP_PLANE4 As Int
GL11_CLIP_PLANE5 As Int
GL11_COLOR_ARRAY_BUFFER_BINDING As Int
GL11_COLOR_ARRAY_POINTER As Int
GL11_COLOR_ARRAY_SIZE As Int
GL11_COLOR_ARRAY_STRIDE As Int
GL11_COLOR_ARRAY_TYPE As Int
GL11_COLOR_CLEAR_VALUE As Int
GL11_COLOR_WRITEMASK As Int
GL11_COMBINE As Int
GL11_COMBINE_ALPHA As Int
GL11_COMBINE_RGB As Int
GL11_CONSTANT As Int
GL11_COORD_REPLACE_OES As Int
GL11_CULL_FACE_MODE As Int
GL11_CURRENT_COLOR As Int
GL11_CURRENT_NORMAL As Int
GL11_CURRENT_TEXTURE_COORDS As Int
GL11_DEPTH_CLEAR_VALUE As Int
GL11_DEPTH_FUNC As Int
GL11_DEPTH_RANGE As Int
GL11_DEPTH_WRITEMASK As Int
GL11_DOT3_RGB As Int
GL11_DOT3_RGBA As Int
GL11_DYNAMIC_DRAW As Int
GL11_ELEMENT_ARRAY_BUFFER As Int
GL11_ELEMENT_ARRAY_BUFFER_BINDING As Int
GL11_FRONT_FACE As Int
GL11_GENERATE_MIPMAP As Int
GL11_GENERATE_MIPMAP_HINT As Int
GL11_INTERPOLATE As Int
GL11_LINE_WIDTH As Int
GL11_LOGIC_OP_MODE As Int
GL11_MATRIX_MODE As Int
GL11_MAX_CLIP_PLANES As Int
GL11_MAX_ELEMENTS_INDICES As Int
GL11_MAX_ELEMENTS_VERTICES As Int
GL11_MODELVIEW_MATRIX As Int
GL11_MODELVIEW_STACK_DEPTH As Int
GL11_NORMAL_ARRAY_BUFFER_BINDING As Int
GL11_NORMAL_ARRAY_POINTER As Int
GL11_NORMAL_ARRAY_STRIDE As Int
GL11_NORMAL_ARRAY_TYPE As Int
GL11_OES_point_size_array As Int
GL11_OES_point_sprite As Int
GL11_OES_VERSION_1_0 As Int
GL11_OPERAND0_ALPHA As Int
GL11_OPERAND0_RGB As Int
GL11_OPERAND1_ALPHA As Int
GL11_OPERAND1_RGB As Int
GL11_OPERAND2_ALPHA As Int
GL11_OPERAND2_RGB As Int
GL11_POINT_DISTANCE_ATTENUATION As Int
GL11_POINT_FADE_THRESHOLD_SIZE As Int
GL11_POINT_SIZE As Int
GL11_POINT_SIZE_ARRAY_BUFFER_BINDING_OES As Int
GL11_POINT_SIZE_ARRAY_OES As Int
GL11_POINT_SIZE_ARRAY_POINTER_OES As Int
GL11_POINT_SIZE_ARRAY_STRIDE_OES As Int
GL11_POINT_SIZE_ARRAY_TYPE_OES As Int
GL11_POINT_SIZE_MAX As Int
GL11_POINT_SIZE_MIN As Int
GL11_POINT_SPRITE_OES As Int
GL11_POLYGON_OFFSET_FACTOR As Int
GL11_POLYGON_OFFSET_UNITS As Int
GL11_POLYGON_SMOOTH_HINT As Int
GL11_PREVIOUS As Int
GL11_PRIMARY_COLOR As Int
GL11_PROJECTION_MATRIX As Int
GL11_PROJECTION_STACK_DEPTH As Int
GL11_RGB_SCALE As Int
GL11_SAMPLE_BUFFERS As Int
GL11_SAMPLE_COVERAGE_INVERT As Int
GL11_SAMPLE_COVERAGE_VALUE As Int
GL11_SAMPLES As Int
GL11_SCISSOR_BOX As Int
GL11_SHADE_MODEL As Int
GL11_SRC0_ALPHA As Int
GL11_SRC0_RGB As Int
GL11_SRC1_ALPHA As Int
GL11_SRC1_RGB As Int
GL11_SRC2_ALPHA As Int
GL11_SRC2_RGB As Int
GL11_STATIC_DRAW As Int
GL11_STENCIL_CLEAR_VALUE As Int
GL11_STENCIL_FAIL As Int
GL11_STENCIL_FUNC As Int
GL11_STENCIL_PASS_DEPTH_FAIL As Int
GL11_STENCIL_PASS_DEPTH_PASS As Int
GL11_STENCIL_REF As Int
GL11_STENCIL_VALUE_MASK As Int
GL11_STENCIL_WRITEMASK As Int
GL11_SUBTRACT As Int
GL11_TEXTURE_BINDING_2D As Int
GL11_TEXTURE_COORD_ARRAY_BUFFER_BINDING As Int
GL11_TEXTURE_COORD_ARRAY_POINTER As Int
GL11_TEXTURE_COORD_ARRAY_SIZE As Int
GL11_TEXTURE_COORD_ARRAY_STRIDE As Int
GL11_TEXTURE_COORD_ARRAY_TYPE As Int
GL11_TEXTURE_MATRIX As Int
GL11_TEXTURE_STACK_DEPTH As Int
GL11_VERSION_ES_CL_1_0 As Int
GL11_VERSION_ES_CL_1_1 As Int
GL11_VERSION_ES_CM_1_0 As Int
GL11_VERSION_ES_CM_1_1 As Int
GL11_VERTEX_ARRAY_BUFFER_BINDING As Int
GL11_VERTEX_ARRAY_POINTER As Int
GL11_VERTEX_ARRAY_SIZE As Int
GL11_VERTEX_ARRAY_STRIDE As Int
GL11_VERTEX_ARRAY_TYPE As Int
GL11_VIEWPORT As Int
GL20_ACTIVE_ATTRIBUTE_MAX_LENGTH As Int
GL20_ACTIVE_ATTRIBUTES As Int
GL20_ACTIVE_TEXTURE As Int
GL20_ACTIVE_UNIFORM_MAX_LENGTH As Int
GL20_ACTIVE_UNIFORMS As Int
GL20_ALIASED_LINE_WIDTH_RANGE As Int
GL20_ALIASED_POINT_SIZE_RANGE As Int
GL20_ALPHA As Int
GL20_ALPHA_BITS As Int
GL20_ALWAYS As Int
GL20_ARRAY_BUFFER As Int
GL20_ARRAY_BUFFER_BINDING As Int
GL20_ATTACHED_SHADERS As Int
GL20_BACK As Int
GL20_BLEND As Int
GL20_BLEND_COLOR As Int
GL20_BLEND_DST_ALPHA As Int
GL20_BLEND_DST_RGB As Int
GL20_BLEND_EQUATION As Int
GL20_BLEND_EQUATION_ALPHA As Int
GL20_BLEND_EQUATION_RGB As Int
GL20_BLEND_SRC_ALPHA As Int
GL20_BLEND_SRC_RGB As Int
GL20_BLUE_BITS As Int
GL20_BOOL As Int
GL20_BOOL_VEC2 As Int
GL20_BOOL_VEC3 As Int
GL20_BOOL_VEC4 As Int
GL20_BUFFER_SIZE As Int
GL20_BUFFER_USAGE As Int
GL20_BYTE As Int
GL20_CCW As Int
GL20_CLAMP_TO_EDGE As Int
GL20_COLOR_ATTACHMENT0 As Int
GL20_COLOR_BUFFER_BIT As Int
GL20_COLOR_CLEAR_VALUE As Int
GL20_COLOR_WRITEMASK As Int
GL20_COMPILE_STATUS As Int
GL20_COMPRESSED_TEXTURE_FORMATS As Int
GL20_CONSTANT_ALPHA As Int
GL20_CONSTANT_COLOR As Int
GL20_COVERAGE_BUFFER_BIT_NV As Int
GL20_CULL_FACE As Int
GL20_CULL_FACE_MODE As Int
GL20_CURRENT_PROGRAM As Int
GL20_CURRENT_VERTEX_ATTRIB As Int
GL20_CW As Int
GL20_DECR As Int
GL20_DECR_WRAP As Int
GL20_DELETE_STATUS As Int
GL20_DEPTH_ATTACHMENT As Int
GL20_DEPTH_BITS As Int
GL20_DEPTH_BUFFER_BIT As Int
GL20_DEPTH_CLEAR_VALUE As Int
GL20_DEPTH_COMPONENT As Int
GL20_DEPTH_COMPONENT16 As Int
GL20_DEPTH_FUNC As Int
GL20_DEPTH_RANGE As Int
GL20_DEPTH_TEST As Int
GL20_DEPTH_WRITEMASK As Int
GL20_DITHER As Int
GL20_DONT_CARE As Int
GL20_DST_ALPHA As Int
GL20_DST_COLOR As Int
GL20_DYNAMIC_DRAW As Int
GL20_ELEMENT_ARRAY_BUFFER As Int
GL20_ELEMENT_ARRAY_BUFFER_BINDING As Int
GL20_EQUAL As Int
GL20_ES_VERSION_2_0 As Int
GL20_EXTENSIONS As Int
GL20_FALSE As Int
GL20_FASTEST As Int
GL20_FIXED As Int
GL20_FLOAT As Int
GL20_FLOAT_MAT2 As Int
GL20_FLOAT_MAT3 As Int
GL20_FLOAT_MAT4 As Int
GL20_FLOAT_VEC2 As Int
GL20_FLOAT_VEC3 As Int
GL20_FLOAT_VEC4 As Int
GL20_FRAGMENT_SHADER As Int
GL20_FRAMEBUFFER As Int
GL20_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME As Int
GL20_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE As Int
GL20_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE As Int
GL20_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL As Int
GL20_FRAMEBUFFER_BINDING As Int
GL20_FRAMEBUFFER_COMPLETE As Int
GL20_FRAMEBUFFER_INCOMPLETE_ATTACHMENT As Int
GL20_FRAMEBUFFER_INCOMPLETE_DIMENSIONS As Int
GL20_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT As Int
GL20_FRAMEBUFFER_UNSUPPORTED As Int
GL20_FRONT As Int
GL20_FRONT_AND_BACK As Int
GL20_FRONT_FACE As Int
GL20_FUNC_ADD As Int
GL20_FUNC_REVERSE_SUBTRACT As Int
GL20_FUNC_SUBTRACT As Int
GL20_GENERATE_MIPMAP_HINT As Int
GL20_GEQUAL As Int
GL20_GREATER As Int
GL20_GREEN_BITS As Int
GL20_HIGH_FLOAT As Int
GL20_HIGH_INT As Int
GL20_IMPLEMENTATION_COLOR_READ_FORMAT As Int
GL20_IMPLEMENTATION_COLOR_READ_TYPE As Int
GL20_INCR As Int
GL20_INCR_WRAP As Int
GL20_INFO_LOG_LENGTH As Int
GL20_INT As Int
GL20_INT_VEC2 As Int
GL20_INT_VEC3 As Int
GL20_INT_VEC4 As Int
GL20_INVALID_ENUM As Int
GL20_INVALID_FRAMEBUFFER_OPERATION As Int
GL20_INVALID_OPERATION As Int
GL20_INVALID_VALUE As Int
GL20_INVERT As Int
GL20_KEEP As Int
GL20_LEQUAL As Int
GL20_LESS As Int
GL20_LINE_LOOP As Int
GL20_LINE_STRIP As Int
GL20_LINE_WIDTH As Int
GL20_LINEAR As Int
GL20_LINEAR_MIPMAP_LINEAR As Int
GL20_LINEAR_MIPMAP_NEAREST As Int
GL20_LINES As Int
GL20_LINK_STATUS As Int
GL20_LOW_FLOAT As Int
GL20_LOW_INT As Int
GL20_LUMINANCE As Int
GL20_LUMINANCE_ALPHA As Int
GL20_MAX_COMBINED_TEXTURE_IMAGE_UNITS As Int
GL20_MAX_CUBE_MAP_TEXTURE_SIZE As Int
GL20_MAX_FRAGMENT_UNIFORM_VECTORS As Int
GL20_MAX_RENDERBUFFER_SIZE As Int
GL20_MAX_TEXTURE_IMAGE_UNITS As Int
GL20_MAX_TEXTURE_SIZE As Int
GL20_MAX_TEXTURE_UNITS As Int
GL20_MAX_VARYING_VECTORS As Int
GL20_MAX_VERTEX_ATTRIBS As Int
GL20_MAX_VERTEX_TEXTURE_IMAGE_UNITS As Int
GL20_MAX_VERTEX_UNIFORM_VECTORS As Int
GL20_MAX_VIEWPORT_DIMS As Int
GL20_MEDIUM_FLOAT As Int
GL20_MEDIUM_INT As Int
GL20_MIRRORED_REPEAT As Int
GL20_NEAREST As Int
GL20_NEAREST_MIPMAP_LINEAR As Int
GL20_NEAREST_MIPMAP_NEAREST As Int
GL20_NEVER As Int
GL20_NICEST As Int
GL20_NO_ERROR As Int
GL20_NONE As Int
GL20_NOTEQUAL As Int
GL20_NUM_COMPRESSED_TEXTURE_FORMATS As Int
GL20_NUM_SHADER_BINARY_FORMATS As Int
GL20_ONE As Int
GL20_ONE_MINUS_CONSTANT_ALPHA As Int
GL20_ONE_MINUS_CONSTANT_COLOR As Int
GL20_ONE_MINUS_DST_ALPHA As Int
GL20_ONE_MINUS_DST_COLOR As Int
GL20_ONE_MINUS_SRC_ALPHA As Int
GL20_ONE_MINUS_SRC_COLOR As Int
GL20_OUT_OF_MEMORY As Int
GL20_PACK_ALIGNMENT As Int
GL20_POINTS As Int
GL20_POLYGON_OFFSET_FACTOR As Int
GL20_POLYGON_OFFSET_FILL As Int
GL20_POLYGON_OFFSET_UNITS As Int
GL20_RED_BITS As Int
GL20_RENDERBUFFER As Int
GL20_RENDERBUFFER_ALPHA_SIZE As Int
GL20_RENDERBUFFER_BINDING As Int
GL20_RENDERBUFFER_BLUE_SIZE As Int
GL20_RENDERBUFFER_DEPTH_SIZE As Int
GL20_RENDERBUFFER_GREEN_SIZE As Int
GL20_RENDERBUFFER_HEIGHT As Int
GL20_RENDERBUFFER_INTERNAL_FORMAT As Int
GL20_RENDERBUFFER_RED_SIZE As Int
GL20_RENDERBUFFER_STENCIL_SIZE As Int
GL20_RENDERBUFFER_WIDTH As Int
GL20_RENDERER As Int
GL20_REPEAT As Int
GL20_REPLACE As Int
GL20_RGB As Int
GL20_RGB5_A1 As Int
GL20_RGB565 As Int
GL20_RGBA As Int
GL20_RGBA4 As Int
GL20_SAMPLE_ALPHA_TO_COVERAGE As Int
GL20_SAMPLE_BUFFERS As Int
GL20_SAMPLE_COVERAGE As Int
GL20_SAMPLE_COVERAGE_INVERT As Int
GL20_SAMPLE_COVERAGE_VALUE As Int
GL20_SAMPLER_2D As Int
GL20_SAMPLER_CUBE As Int
GL20_SAMPLES As Int
GL20_SCISSOR_BOX As Int
GL20_SCISSOR_TEST As Int
GL20_SHADER_BINARY_FORMATS As Int
GL20_SHADER_COMPILER As Int
GL20_SHADER_SOURCE_LENGTH As Int
GL20_SHADER_TYPE As Int
GL20_SHADING_LANGUAGE_VERSION As Int
GL20_SHORT As Int
GL20_SRC_ALPHA As Int
GL20_SRC_ALPHA_SATURATE As Int
GL20_SRC_COLOR As Int
GL20_STATIC_DRAW As Int
GL20_STENCIL_ATTACHMENT As Int
GL20_STENCIL_BACK_FAIL As Int
GL20_STENCIL_BACK_FUNC As Int
GL20_STENCIL_BACK_PASS_DEPTH_FAIL As Int
GL20_STENCIL_BACK_PASS_DEPTH_PASS As Int
GL20_STENCIL_BACK_REF As Int
GL20_STENCIL_BACK_VALUE_MASK As Int
GL20_STENCIL_BACK_WRITEMASK As Int
GL20_STENCIL_BITS As Int
GL20_STENCIL_BUFFER_BIT As Int
GL20_STENCIL_CLEAR_VALUE As Int
GL20_STENCIL_FAIL As Int
GL20_STENCIL_FUNC As Int
GL20_STENCIL_INDEX As Int
GL20_STENCIL_INDEX8 As Int
GL20_STENCIL_PASS_DEPTH_FAIL As Int
GL20_STENCIL_PASS_DEPTH_PASS As Int
GL20_STENCIL_REF As Int
GL20_STENCIL_TEST As Int
GL20_STENCIL_VALUE_MASK As Int
GL20_STENCIL_WRITEMASK As Int
GL20_STREAM_DRAW As Int
GL20_SUBPIXEL_BITS As Int
GL20_TEXTURE As Int
GL20_TEXTURE_2D As Int
GL20_TEXTURE_BINDING_2D As Int
GL20_TEXTURE_BINDING_CUBE_MAP As Int
GL20_TEXTURE_CUBE_MAP As Int
GL20_TEXTURE_CUBE_MAP_NEGATIVE_X As Int
GL20_TEXTURE_CUBE_MAP_NEGATIVE_Y As Int
GL20_TEXTURE_CUBE_MAP_NEGATIVE_Z As Int
GL20_TEXTURE_CUBE_MAP_POSITIVE_X As Int
GL20_TEXTURE_CUBE_MAP_POSITIVE_Y As Int
GL20_TEXTURE_CUBE_MAP_POSITIVE_Z As Int
GL20_TEXTURE_MAG_FILTER As Int
GL20_TEXTURE_MIN_FILTER As Int
GL20_TEXTURE_WRAP_S As Int
GL20_TEXTURE_WRAP_T As Int
GL20_TEXTURE0 As Int
GL20_TEXTURE1 As Int
GL20_TEXTURE10 As Int
GL20_TEXTURE11 As Int
GL20_TEXTURE12 As Int
GL20_TEXTURE13 As Int
GL20_TEXTURE14 As Int
GL20_TEXTURE15 As Int
GL20_TEXTURE16 As Int
GL20_TEXTURE17 As Int
GL20_TEXTURE18 As Int
GL20_TEXTURE19 As Int
GL20_TEXTURE2 As Int
GL20_TEXTURE20 As Int
GL20_TEXTURE21 As Int
GL20_TEXTURE22 As Int
GL20_TEXTURE23 As Int
GL20_TEXTURE24 As Int
GL20_TEXTURE25 As Int
GL20_TEXTURE26 As Int
GL20_TEXTURE27 As Int
GL20_TEXTURE28 As Int
GL20_TEXTURE29 As Int
GL20_TEXTURE3 As Int
GL20_TEXTURE30 As Int
GL20_TEXTURE31 As Int
GL20_TEXTURE4 As Int
GL20_TEXTURE5 As Int
GL20_TEXTURE6 As Int
GL20_TEXTURE7 As Int
GL20_TEXTURE8 As Int
GL20_TEXTURE9 As Int
GL20_TRIANGLE_FAN As Int
GL20_TRIANGLE_STRIP As Int
GL20_TRIANGLES As Int
GL20_TRUE As Int
GL20_UNPACK_ALIGNMENT As Int
GL20_UNSIGNED_BYTE As Int
GL20_UNSIGNED_INT As Int
GL20_UNSIGNED_SHORT As Int
GL20_UNSIGNED_SHORT_4_4_4_4 As Int
GL20_UNSIGNED_SHORT_5_5_5_1 As Int
GL20_UNSIGNED_SHORT_5_6_5 As Int
GL20_VALIDATE_STATUS As Int
GL20_VENDOR As Int
GL20_VERSION As Int
GL20_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING As Int
GL20_VERTEX_ATTRIB_ARRAY_ENABLED As Int
GL20_VERTEX_ATTRIB_ARRAY_NORMALIZED As Int
GL20_VERTEX_ATTRIB_ARRAY_POINTER As Int
GL20_VERTEX_ATTRIB_ARRAY_SIZE As Int
GL20_VERTEX_ATTRIB_ARRAY_STRIDE As Int
GL20_VERTEX_ATTRIB_ARRAY_TYPE As Int
GL20_VERTEX_PROGRAM_POINT_SIZE As Int
GL20_VERTEX_SHADER As Int
GL20_VIEWPORT As Int
GL20_ZERO As Int
glActiveTexture (texture As Int)
glBindTexture (target As Int, texture As Int)
glBlendFunc (sfactor As Int, dfactor As Int)
glClear (mask As Int)
glClearColor (red As Float, green As Float, blue As Float, alpha As Float)
glClearDepthf (depth As Float)
glClearStencil (s As Int)
glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)
glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)
glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)
glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)
glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)
glCullFace (mode As Int)
glDeleteTextures (n As Int, textures As java.nio.IntBuffer)
glDepthFunc (func As Int)
glDepthMask (flag As Boolean)
glDepthRangef (zNear As Float, zFar As Float)
glDisable (cap As Int)
glDrawArrays (mode As Int, first As Int, count As Int)
glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)
glEnable (cap As Int)
glFinish
glFlush
glFrontFace (mode As Int)
glGenTextures (n As Int, textures As java.nio.IntBuffer)
glGetError As Int
glGetIntegerv (pname As Int, params As java.nio.IntBuffer)
glGetString (name As Int) As String
glHint (target As Int, mode As Int)
glLineWidth (width As Float)
glPixelStorei (pname As Int, param As Int)
glPolygonOffset (factor As Float, units As Float)
glReadPixels (x As Int, y As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glScissor (x As Int, y As Int, width As Int, height As Int)
glStencilFunc (func As Int, ref As Int, mask As Int)
glStencilMask (mask As Int)
glStencilOp (fail As Int, zfail As Int, zpass As Int)
glTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glTexParameterf (target As Int, pname As Int, param As Float)
glTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, type As Int, pixels As java.nio.Buffer)
glViewport (x As Int, y As Int, width As Int, height As Int)
InternalObject As com.badlogic.gdx.graphics.GLCommon [read only]

lgGL10

An implementation of the {@link GL10} interface for Android.

Events:

None

Members:


  glActiveTexture (texture As Int)

  glAlphaFunc (func As Int, ref As Float)

  glBindTexture (target As Int, texture As Int)

  glBlendFunc (sfactor As Int, dfactor As Int)

  glClear (mask As Int)

  glClearColor (red As Float, green As Float, blue As Float, alpha As Float)

  glClearDepthf (depth As Float)

  glClearStencil (s As Int)

  glClientActiveTexture (texture As Int)

  glColor4f (red As Float, green As Float, blue As Float, alpha As Float)

  glColorMask (red As Boolean, green As Boolean, blue As Boolean, alpha As Boolean)

  glColorPointer (size As Int, type As Int, stride As Int, pointer As java.nio.Buffer)

  glCompressedTexImage2D (target As Int, level As Int, internalformat As Int, width As Int, height As Int, border As Int, imageSize As Int, data As java.nio.Buffer)

  glCompressedTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, width As Int, height As Int, format As Int, imageSize As Int, data As java.nio.Buffer)

  glCopyTexImage2D (target As Int, level As Int, internalformat As Int, x As Int, y As Int, width As Int, height As Int, border As Int)

  glCopyTexSubImage2D (target As Int, level As Int, xoffset As Int, yoffset As Int, x As Int, y As Int, width As Int, height As Int)

  glCullFace (mode As Int)

  glDeleteTextures (n As Int, textures As java.nio.IntBuffer)

  glDepthFunc (func As Int)

  glDepthMask (flag As Boolean)

  glDepthRangef (zNear As Float, zFar As Float)

  glDisable (cap As Int)

  glDisableClientState (array As Int)

  glDrawArrays (mode As Int, first As Int, count As Int)

  glDrawElements (mode As Int, count As Int, type As Int, indices As java.nio.Buffer)

  glEnable (cap As Int)

  glEnableClientState (array As Int)

  glFinish

  glFlush

  glFogf (pname As Int, param As Float)

  glFogfv (pname As Int, params As java.nio.FloatBuffer)

  glFrontFace (mode As Int)

  glFrustumf (left As Float, right As Float, bottom As Float, top As Float, zNear As Float, zFar As Float)

  glGenTextures (n As Int, textures As java.nio.IntBuffer)

  glGetError As Int

  glGetIntegerv (pname As Int, params As java.nio.IntBuffer)

  glGetString (name As Int) As String

  glHint (target As Int, mode As Int)

  glLightf (light As Int, pname As Int, param As Float)

  glLightfv (light As Int, pname As Int, params As java.nio.FloatBuffer)

  glLightModelf (pname As Int, param As Float)

  glLightModelfv (pname As Int, params As java.nio.FloatBuffer)

  glLineWidth (width As Float)

  glLoadIdentity

  glLoadMatrixf (m As java.nio.FloatBuffer)

  glLogicOp (opcode As Int)

  glMaterialf (face As Int, pname As Int, param As Float)

  glMaterialfv (face As Int, pname As Int, params As java.nio.FloatBuffer)

  glMatrixMode (mode As Int)

  glMultiTexCoord4f (target As Int, s As Float, t As Float, r As Float, q As Float)

  glMultMatrixf (m As