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Expose some of the internals of ScreenManager
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src/main/java/de/eskalon/commons/screen/ScreenManager.java

Lines changed: 9 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -74,29 +74,29 @@ public class ScreenManager<S extends ManagedScreen, T extends ScreenTransition>
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* This framebuffer is used to store the content of the previously active
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* screen while a transition is played.
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*/
77-
private FrameBuffer lastFBO;
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protected FrameBuffer lastFBO;
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/**
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* This framebuffer is used to store the content of the active screen while
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* a transition is played.
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*/
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private FrameBuffer currFBO;
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protected FrameBuffer currFBO;
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/**
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* The screen that was shown before the {@linkplain #currScreen current
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* screen}.
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*/
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private @Nullable ManagedScreen lastScreen;
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protected @Nullable ManagedScreen lastScreen;
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/**
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* The current screen.
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*/
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private @Nullable ManagedScreen currScreen;
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protected @Nullable ManagedScreen currScreen;
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/**
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* The input processors of the {@linkplain #currScreen current screen}.
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*/
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private Array<InputProcessor> currentProcessors = new Array<>();
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protected Array<InputProcessor> currentProcessors = new Array<>();
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/**
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* The blank screen used internally when no screen has been pushed yet.
@@ -106,7 +106,7 @@ public class ScreenManager<S extends ManagedScreen, T extends ScreenTransition>
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/**
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* The transition effect currently rendered.
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*/
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private @Nullable T transition;
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protected @Nullable T transition;
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/**
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* A map with all initialized screens.
@@ -118,13 +118,13 @@ public class ScreenManager<S extends ManagedScreen, T extends ScreenTransition>
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*/
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private final Map<String, T> transitions = new ConcurrentHashMap<>();
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private final Queue<Triple<T, S, Object[]>> transitionQueue = new LinkedList<>();
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protected final Queue<Triple<T, S, Object[]>> transitionQueue = new LinkedList<>();
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private BasicInputMultiplexer gameInputMultiplexer;
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protected BasicInputMultiplexer gameInputMultiplexer;
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private int currentWidth, currentHeight;
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127-
private boolean initialized = false;
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protected boolean initialized = false;
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private boolean hasDepth; // needed, when the framebuffers are (re)created
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