Add text GUI
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1c5d6addf6
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3 changed files with 449 additions and 0 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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# virtual machine crash logs, see http://www.java.com/en/download/help/error_hotspot.xml
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hs_err_pid*
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/.idea/
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/bin/
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92
src/globalgamejam/gui/Image.java
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src/globalgamejam/gui/Image.java
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package globalgamejam.gui;
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public class Image {
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protected float x, y;
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protected float width, height;
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protected int angle;
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protected int textureID;
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public Image(float x, float y, float width, float height, int textureID) {
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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this.textureID = textureID;
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}
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public float getX() {
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return x;
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}
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public void setX(float x) {
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this.x = x;
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}
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public float getY() {
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return y;
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}
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public void setY(float y) {
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this.y = y;
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}
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public float getWidth() {
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return width;
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}
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/**
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* @param width the width to set
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*/
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public void setWidth(float width) {
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this.width = width;
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}
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public float getHeight() {
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return height;
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}
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/**
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* @param height the height to set
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*/
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public void setHeight(float height) {
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this.height = height;
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}
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public int getTextureID() {
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return textureID;
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}
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/**
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* IT DOESN'T WORKS
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* Rotate the image in the counter-clock wise of the specified angle in degrees
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* @param rotationAngle (int) : the angle to rotate in degrees
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*/
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public void rotate(int rotationAngle){
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this.angle += rotationAngle;
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this.angle = this.angle % 360;
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}
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/**
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* IT DOESN'T WORKS
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* Set the angle of the Image
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* @param angle (int) : the angle, between -360 and +360 degrees
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*/
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public void rotateTo(int angle){
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this.angle = angle;
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this.angle = this.angle % 360;
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}
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/**
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* IT DOESN'T WORKS
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* Return the actuel angle
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* @return angle (int) : the actual angle
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*/
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public int getAngle() {
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return angle;
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}
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public void setPosition(float x, float y){
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this.setX(x);
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this.setY(y);
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}
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}
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356
src/globalgamejam/gui/Label.java
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src/globalgamejam/gui/Label.java
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package globalgamejam.gui;
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import static org.lwjgl.opengl.GL11.*;
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import java.awt.Color;
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import java.awt.Font;
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import java.awt.FontMetrics;
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import java.awt.Graphics;
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import java.awt.image.BufferedImage;
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import java.nio.ByteBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL12;
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/**
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* usefull to print 2D text in openGL LWJGL application
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* @author Jean-Baptiste Pommeret (Fiesta)
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* @version 1.0
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*/
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public class Label {
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private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
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private Image label;
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private float x, y;
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private String text;
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private Color color;
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private int size;
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private int witdh, height;
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private String font;
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/**
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* Full constructor of a Label
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* @param text (String) : the text to print
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* @param xC (float) : the x coordonnate of the frame where start printing the Label (upper left corner)
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* @param yC (float) : the y coordonnate of the frame where start printing the Label (upper left corner)
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* @param color (java.awt.Color) : the Color you wish for the text
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* @param font (String) : the font (i.e. "Arial" or "Times new roman")
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* @param size (int) : the font size
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*/
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public Label(String text, float xC, float yC, Color color, String font, int size){
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this.text = text;
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this.x = xC;
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this.y = yC;
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this.color = color;
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this.size = size;
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this.font = font;
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Font f_font = new Font(font, Font.PLAIN, size);
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// to get the width of the text
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BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
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FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
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this.witdh = fm.stringWidth(this.text);
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this.height = fm.getHeight();
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final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
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// makeTransparent(image);
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Graphics g = image.getGraphics();
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g.setFont(f_font);
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g.setColor(this.color);
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g.drawString(this.text, 0, size);
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g.dispose();
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int[] pixels = new int[image.getWidth() * image.getHeight()];
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image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
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ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
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for(int y = 0; y < image.getHeight(); y++){
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for(int x = 0; x < image.getWidth(); x++){
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int pixel = pixels[y * image.getWidth() + x];
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buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
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buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
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buffer.put((byte) (pixel & 0xFF)); // Blue component
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buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
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}
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}
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buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
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// You now have a ByteBuffer filled with the color data of each pixel.
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// Now just create a texture ID and bind it. Then you can load it using
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// whatever OpenGL method you want, for example:
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int textureID = glGenTextures(); //Generate texture ID
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glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
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//Setup wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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//Setup texture scaling filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//Send texel data to OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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this.label = new Image(xC, yC, image.getWidth(), image.getHeight(), textureID);
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}
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/**
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* Default constructor of a Label. Call the full constructor -> Label("", 100, 100, Color.white, "Arial", 30)
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*/
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public Label(){
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this("");
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}
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/**
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* Construct a Label from the text param and default statement.
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* Call the full constructor -> Label(text, 100, 100, Color.white, "Arial", 30)
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* @param text (String) : the text to print
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*/
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public Label(String text){
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this(text, 100, 100, Color.white, "Arial", 30);
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}
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/**
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* Return the actual Color of the Label
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* @return color (java.awt.Color) : the Color of the Label
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*/
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public Color getColor() {
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return color;
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}
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/**
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* Set the Color of the Label. Automaticaly update the Label to use the new Color
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* @param color (java.awt.Color) : the new Color of the Label
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*/
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public void setColor(Color color) {
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this.color = color;
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Font f_font = new Font(font, Font.PLAIN, size);
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// to get the width of the text
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BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
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FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
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this.witdh = fm.stringWidth(this.text);
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this.height = fm.getHeight();
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final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
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// makeTransparent(image);
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Graphics g = image.getGraphics();
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g.setFont(f_font);
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g.setColor(this.color);
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g.drawString(this.text, 0, size);
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g.dispose();
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int[] pixels = new int[image.getWidth() * image.getHeight()];
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image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
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ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
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for(int y = 0; y < image.getHeight(); y++){
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for(int x = 0; x < image.getWidth(); x++){
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int pixel = pixels[y * image.getWidth() + x];
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buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
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buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
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buffer.put((byte) (pixel & 0xFF)); // Blue component
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buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
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}
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}
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buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
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// You now have a ByteBuffer filled with the color data of each pixel.
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// Now just create a texture ID and bind it. Then you can load it using
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// whatever OpenGL method you want, for example:
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int textureID = glGenTextures(); //Generate texture ID
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glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
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//Setup wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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//Setup texture scaling filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//Send texel data to OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
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}
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/**
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* Return the text of the Label
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* @return text (String) : the text of the Label
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*/
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public String getText() {
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return text;
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}
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/**
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* Set the text of the Label. Automaticaly update the Label to use the new text
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* @param text (String) : the new text to display
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*/
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public void setText(String text) {
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this.text = text;
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Font f_font = new Font(font, Font.PLAIN, size);
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// to get the width of the text
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BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
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FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
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this.witdh = fm.stringWidth(this.text);
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this.height = fm.getHeight();
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final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
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// makeTransparent(image);
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Graphics g = image.getGraphics();
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g.setFont(f_font);
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g.setColor(this.color);
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g.drawString(this.text, 0, size);
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g.dispose();
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int[] pixels = new int[image.getWidth() * image.getHeight()];
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image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
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ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
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for(int y = 0; y < image.getHeight(); y++){
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for(int x = 0; x < image.getWidth(); x++){
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int pixel = pixels[y * image.getWidth() + x];
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buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
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buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
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buffer.put((byte) (pixel & 0xFF)); // Blue component
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buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
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}
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}
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buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
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// You now have a ByteBuffer filled with the color data of each pixel.
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// Now just create a texture ID and bind it. Then you can load it using
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// whatever OpenGL method you want, for example:
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int textureID = glGenTextures(); //Generate texture ID
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glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
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//Setup wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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//Setup texture scaling filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//Send texel data to OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
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}
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/**
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* Return the x coordonnate of the Label (upper left corner)
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* @return x (float) : the x coordonnate of the Label
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*/
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public float getX() {
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return x;
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}
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/**
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* Set the x coordonnate of the Label (upper left corner)
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* @param x (float) : the new x coordonnate of the Label
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*/
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public void setX(float x) {
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this.x = x;
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label.setX(x);
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}
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/**
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* Return the y coordonnate of the Label (upper left corner)
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* @return y (float) : the y coordonnate of the Label
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*/
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public float getY() {
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return y;
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}
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/**
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* Set the y coordonnate of the Label (upper left corner)
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* @param y (float) : the new y coordonnate of the Label
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*/
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public void setY(float y) {
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this.y = y;
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label.setY(y);
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}
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/**
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* Set both x and y coordonnate of the Label
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* @param x (float) : the new x coordonnate of the Label
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* @param y (float) : the new y coordonnate of the Label
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*/
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public void setPosition(float x, float y){
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this.setX(x);
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this.setY(y);
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}
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/**
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* Return the Image of the Label
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* @return label (Image) : the Image of the Label
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*/
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public Image getLabel(){
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return this.label;
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}
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/**
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* Return the witdh of the Label
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* @return witdh (int) : the width
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*/
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public int getWitdh() {
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return witdh;
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}
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/**
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* Return the height of the Label
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* @return height (int) : the height
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*/
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public int getHeight() {
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return height;
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}
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/**
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* make the image transparent
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* @param obj_img (BufferedImage) : the BufferedImage to make transparent
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*/
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/* private void makeTransparent(BufferedImage obj_img){
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byte alpha = (byte)255;
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alpha %= 0xff;
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for (int cx=0;cx<obj_img.getWidth();cx++) {
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for (int cy=0;cy<obj_img.getHeight();cy++) {
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int color = obj_img.getRGB(cx, cy);
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int mc = (alpha << 24) | 0x00ffffff;
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int newcolor = color & mc;
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obj_img.setRGB(cx, cy, newcolor);
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}
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}
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}*/
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}
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