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TileMapRenderer (libgdx API)
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com.badlogic.gdx.graphics.g2d.tiled
</FONT>
<BR>
Class TileMapRenderer
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.graphics.g2d.tiled.TileMapRenderer
</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public class
<B>TileMapRenderer
</B><DT>extends java.lang.Object
<DT>implements
<A HREF="../../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable
</A></DL>
</PRE>
<P>
A renderer for Tiled maps backed with a Sprite Cache.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>David Fraska
</DD>
</DL>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#overdrawX">overdrawX
</A></B></CODE>
<BR>
Sets the amount of overdraw in the X direction (in units).
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#overdrawY">overdrawY
</A></B></CODE>
<BR>
Sets the amount of overdraw in the Y direction (in units).
</TD>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
<A NAME="constructor_summary"><!-- --></A>
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Constructor Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#TileMapRenderer(int[][][], com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, float, float, com.badlogic.gdx.utils.IntArray, int, int)">TileMapRenderer
</A></B>(int[][][]
map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tileWidth,
int
tileHeight,
float
unitsPerTileX,
float
unitsPerTileY,
<A HREF="../../../../../../com/badlogic/gdx/utils/IntArray.html" title="class in com.badlogic.gdx.utils">IntArray
</A> blendedTiles,
int
tilesPerBlockX,
int
tilesPerBlockY)
</CODE>
<BR>
A renderer for static tile maps backed with a Sprite Cache.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#TileMapRenderer(int[][][], com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, float, float, com.badlogic.gdx.utils.IntArray, int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)">TileMapRenderer
</A></B>(int[][][]
map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tileWidth,
int
tileHeight,
float
unitsPerTileX,
float
unitsPerTileY,
<A HREF="../../../../../../com/badlogic/gdx/utils/IntArray.html" title="class in com.badlogic.gdx.utils">IntArray
</A> blendedTiles,
int
tilesPerBlockX,
int
tilesPerBlockY,
<A HREF="../../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</A> shader)
</CODE>
<BR>
A renderer for static tile maps backed with a Sprite Cache.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#TileMapRenderer(com.badlogic.gdx.graphics.g2d.tiled.TiledMap, com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int)">TileMapRenderer
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tilesPerBlockX,
int
tilesPerBlockY)
</CODE>
<BR>
A renderer for static tile maps backed with a Sprite Cache.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#TileMapRenderer(com.badlogic.gdx.graphics.g2d.tiled.TiledMap, com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, float, float)">TileMapRenderer
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tilesPerBlockX,
int
tilesPerBlockY,
float
unitsPerTileX,
float
unitsPerTileY)
</CODE>
<BR>
A renderer for static tile maps backed with a Sprite Cache.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#TileMapRenderer(com.badlogic.gdx.graphics.g2d.tiled.TiledMap, com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, float, float, com.badlogic.gdx.graphics.glutils.ShaderProgram)">TileMapRenderer
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tilesPerBlockX,
int
tilesPerBlockY,
float
unitsPerTileX,
float
unitsPerTileY,
<A HREF="../../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</A> shader)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#TileMapRenderer(com.badlogic.gdx.graphics.g2d.tiled.TiledMap, com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)">TileMapRenderer
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tilesPerBlockX,
int
tilesPerBlockY,
<A HREF="../../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</A> shader)
</CODE>
<BR>
A renderer for static tile maps backed with a Sprite Cache.
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<B>Method Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#dispose()">dispose
</A></B>()
</CODE>
<BR>
Releases all resources held by this TiledMapRenderer.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getAtlas()">getAtlas
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getCol(int)">getCol
</A></B>(int
worldX)
</CODE>
<BR>
Computes the Tiled Map column given an X coordinate in units
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getInitialCol()">getInitialCol
</A></B>()
</CODE>
<BR>
Returns the initial drawn block column, for debugging purposes.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getInitialRow()">getInitialRow
</A></B>()
</CODE>
<BR>
Returns the initial drawn block row, for debugging purposes.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getLastCol()">getLastCol
</A></B>()
</CODE>
<BR>
Returns the final drawn block column, for debugging purposes.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getLastRow()">getLastRow
</A></B>()
</CODE>
<BR>
Returns the final drawn block row, for debugging purposes.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getMap()">getMap
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getMapHeightUnits()">getMapHeightUnits
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getMapWidthUnits()">getMapWidthUnits
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getProjectionMatrix()">getProjectionMatrix
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getRow(int)">getRow
</A></B>(int
worldY)
</CODE>
<BR>
Computes the Tiled Map row given a Y coordinate in units
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getTransformMatrix()">getTransformMatrix
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getUnitsPerTileX()">getUnitsPerTileX
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getUnitsPerTileY()">getUnitsPerTileY
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render()">render
</A></B>()
</CODE>
<BR>
Renders the entire map.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(float, float, float, float)">render
</A></B>(float
x,
float
y,
float
width,
float
height)
</CODE>
<BR>
Renders all layers between the given bounding box in map units.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(float, float, float, float, int[])">render
</A></B>(float
x,
float
y,
float
width,
float
height,
int[]
layers)
</CODE>
<BR>
Renders specific layers between the given bounding box in map units.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(com.badlogic.gdx.graphics.OrthographicCamera)">render
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/OrthographicCamera.html" title="class in com.badlogic.gdx.graphics">OrthographicCamera
</A> cam)
</CODE>
<BR>
Renders specific layers in the given a camera
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(com.badlogic.gdx.graphics.OrthographicCamera, int[])">render
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/OrthographicCamera.html" title="class in com.badlogic.gdx.graphics">OrthographicCamera
</A> cam,
int[]
layers)
</CODE>
<BR>
Renders specific layers in the given a camera.
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="overdrawX"><!-- --></A><H3>
overdrawX
</H3>
<PRE>
public float
<B>overdrawX
</B></PRE>
<DL>
<DD>Sets the amount of overdraw in the X direction (in units). Use this if an actual tile width is greater than the tileWidth
specified in the constructor. Use the value actual_tile_width - tileWidth (from the constructor).
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="overdrawY"><!-- --></A><H3>
overdrawY
</H3>
<PRE>
public float
<B>overdrawY
</B></PRE>
<DL>
<DD>Sets the amount of overdraw in the Y direction (in units). Use this if an actual tile height is greater than the tileHeight
specified in the constructor. Use the value actual_tile_height - tileHeight (from the constructor).
<P>
<DL>
</DL>
</DL>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="TileMapRenderer(com.badlogic.gdx.graphics.g2d.tiled.TiledMap, com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int)"><!-- --></A><H3>
TileMapRenderer
</H3>
<PRE>
public
<B>TileMapRenderer
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tilesPerBlockX,
int
tilesPerBlockY)
</PRE>
<DL>
<DD>A renderer for static tile maps backed with a Sprite Cache.
This constructor is for convenience when loading TiledMaps. The normal Tiled coordinate system is used when placing tiles.
A default shader is used if OpenGL ES 2.0 is enabled.
The tilesPerBlockX and tilesPerBlockY parameters will need to be adjusted for best performance. Smaller values will cull
more precisely, but result in longer loading times. Larger values result in shorter loading times, but will cull less
precisely.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>map
</CODE> - A tile map's tile numbers, in the order [layer][row][column]
<DD><CODE>atlas
</CODE> - The tile atlas to be used when drawing the map
<DD><CODE>tilesPerBlockX
</CODE> - The width of each block to be drawn, in number of tiles
<DD><CODE>tilesPerBlockY
</CODE> - The height of each block to be drawn, in number of tiles
</DL>
</DL>
<HR>
<A NAME="TileMapRenderer(com.badlogic.gdx.graphics.g2d.tiled.TiledMap, com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, float, float)"><!-- --></A><H3>
TileMapRenderer
</H3>
<PRE>
public
<B>TileMapRenderer
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tilesPerBlockX,
int
tilesPerBlockY,
float
unitsPerTileX,
float
unitsPerTileY)
</PRE>
<DL>
<DD>A renderer for static tile maps backed with a Sprite Cache.
This constructor is for convenience when loading TiledMaps.
A default shader is used if OpenGL ES 2.0 is enabled.
The tilesPerBlockX and tilesPerBlockY parameters will need to be adjusted for best performance. Smaller values will cull
more precisely, but result in longer loading times. Larger values result in shorter loading times, but will cull less
precisely.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>map
</CODE> - A tile map's tile numbers, in the order [layer][row][column]
<DD><CODE>atlas
</CODE> - The tile atlas to be used when drawing the map
<DD><CODE>tilesPerBlockX
</CODE> - The width of each block to be drawn, in number of tiles
<DD><CODE>tilesPerBlockY
</CODE> - The height of each block to be drawn, in number of tiles
<DD><CODE>unitsPerTileX
</CODE> - The number of units per tile in the x direction
<DD><CODE>unitsPerTileY
</CODE> - The number of units per tile in the y direction
</DL>
</DL>
<HR>
<A NAME="TileMapRenderer(com.badlogic.gdx.graphics.g2d.tiled.TiledMap, com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)"><!-- --></A><H3>
TileMapRenderer
</H3>
<PRE>
public
<B>TileMapRenderer
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tilesPerBlockX,
int
tilesPerBlockY,
<A HREF="../../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</A> shader)
</PRE>
<DL>
<DD>A renderer for static tile maps backed with a Sprite Cache.
This constructor is for convenience when loading TiledMaps. The normal Tiled coordinate system is used when placing tiles.
The tilesPerBlockX and tilesPerBlockY parameters will need to be adjusted for best performance. Smaller values will cull
more precisely, but result in longer loading times. Larger values result in shorter loading times, but will cull less
precisely.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>map
</CODE> - A tile map's tile numbers, in the order [layer][row][column]
<DD><CODE>atlas
</CODE> - The tile atlas to be used when drawing the map
<DD><CODE>tilesPerBlockX
</CODE> - The width of each block to be drawn, in number of tiles
<DD><CODE>tilesPerBlockY
</CODE> - The height of each block to be drawn, in number of tiles
<DD><CODE>shader
</CODE> - Shader to use for OpenGL ES 2.0, null uses a default shader. Ignored if using OpenGL ES 1.0.
</DL>
</DL>
<HR>
<A NAME="TileMapRenderer(com.badlogic.gdx.graphics.g2d.tiled.TiledMap, com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, float, float, com.badlogic.gdx.graphics.glutils.ShaderProgram)"><!-- --></A><H3>
TileMapRenderer
</H3>
<PRE>
public
<B>TileMapRenderer
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tilesPerBlockX,
int
tilesPerBlockY,
float
unitsPerTileX,
float
unitsPerTileY,
<A HREF="../../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</A> shader)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TileMapRenderer(int[][][], com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, float, float, com.badlogic.gdx.utils.IntArray, int, int)"><!-- --></A><H3>
TileMapRenderer
</H3>
<PRE>
public
<B>TileMapRenderer
</B>(int[][][]
map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tileWidth,
int
tileHeight,
float
unitsPerTileX,
float
unitsPerTileY,
<A HREF="../../../../../../com/badlogic/gdx/utils/IntArray.html" title="class in com.badlogic.gdx.utils">IntArray
</A> blendedTiles,
int
tilesPerBlockX,
int
tilesPerBlockY)
</PRE>
<DL>
<DD>A renderer for static tile maps backed with a Sprite Cache.
The tilesPerBlockX and tilesPerBlockY parameters will need to be adjusted for best performance. Smaller values will cull
more precisely, but result in longer loading times. Larger values result in shorter loading times, but will cull less
precisely.
A default shader is used if OpenGL ES 2.0 is enabled.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>map
</CODE> - A tile map's tile numbers, in the order [layer][row][column]
<DD><CODE>atlas
</CODE> - The tile atlas to be used when drawing the map
<DD><CODE>tileWidth
</CODE> - The width of the tiles, in pixels
<DD><CODE>tileHeight
</CODE> - The height of the tiles, in pixels
<DD><CODE>unitsPerTileX
</CODE> - The number of units per tile in the x direction
<DD><CODE>unitsPerTileY
</CODE> - The number of units per tile in the y direction
<DD><CODE>blendedTiles
</CODE> - Array containing tile numbers that require blending
<DD><CODE>tilesPerBlockX
</CODE> - The width of each block to be drawn, in number of tiles
<DD><CODE>tilesPerBlockY
</CODE> - The height of each block to be drawn, in number of tiles
</DL>
</DL>
<HR>
<A NAME="TileMapRenderer(int[][][], com.badlogic.gdx.graphics.g2d.tiled.TileAtlas, int, int, float, float, com.badlogic.gdx.utils.IntArray, int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)"><!-- --></A><H3>
TileMapRenderer
</H3>
<PRE>
public
<B>TileMapRenderer
</B>(int[][][]
map,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> atlas,
int
tileWidth,
int
tileHeight,
float
unitsPerTileX,
float
unitsPerTileY,
<A HREF="../../../../../../com/badlogic/gdx/utils/IntArray.html" title="class in com.badlogic.gdx.utils">IntArray
</A> blendedTiles,
int
tilesPerBlockX,
int
tilesPerBlockY,
<A HREF="../../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</A> shader)
</PRE>
<DL>
<DD>A renderer for static tile maps backed with a Sprite Cache.
The tilesPerBlockX and tilesPerBlockY parameters will need to be adjusted for best performance. Smaller values will cull
more precisely, but result in longer loading times. Larger values result in shorter loading times, but will cull less
precisely.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>map
</CODE> - A tile map's tile numbers, in the order [layer][row][column]
<DD><CODE>atlas
</CODE> - The tile atlas to be used when drawing the map
<DD><CODE>tileWidth
</CODE> - The width of the tiles, in pixels
<DD><CODE>tileHeight
</CODE> - The height of the tiles, in pixels
<DD><CODE>unitsPerTileX
</CODE> - The number of units per tile in the x direction
<DD><CODE>unitsPerTileY
</CODE> - The number of units per tile in the y direction
<DD><CODE>blendedTiles
</CODE> - Array containing tile numbers that require blending
<DD><CODE>tilesPerBlockX
</CODE> - The width of each block to be drawn, in number of tiles
<DD><CODE>tilesPerBlockY
</CODE> - The height of each block to be drawn, in number of tiles
<DD><CODE>shader
</CODE> - Shader to use for OpenGL ES 2.0, null uses a default shader. Ignored if using OpenGL ES 1.0.
</DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="render()"><!-- --></A><H3>
render
</H3>
<PRE>
public void
<B>render
</B>()
</PRE>
<DL>
<DD>Renders the entire map. Use this function only on very small maps or for debugging purposes. The size of the map is based on
the first layer and the first row's size.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="render(float, float, float, float)"><!-- --></A><H3>
render
</H3>
<PRE>
public void
<B>render
</B>(float
x,
float
y,
float
width,
float
height)
</PRE>
<DL>
<DD>Renders all layers between the given bounding box in map units. This is the same as calling
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(float, float, float, float, int[])"><CODE>render(float, float, float, float, int[])
</CODE></A> with all layers in the layers list.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="render(com.badlogic.gdx.graphics.OrthographicCamera)"><!-- --></A><H3>
render
</H3>
<PRE>
public void
<B>render
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/OrthographicCamera.html" title="class in com.badlogic.gdx.graphics">OrthographicCamera
</A> cam)
</PRE>
<DL>
<DD>Renders specific layers in the given a camera
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>cam
</CODE> - The camera to use
</DL>
</DD>
</DL>
<HR>
<A NAME="render(com.badlogic.gdx.graphics.OrthographicCamera, int[])"><!-- --></A><H3>
render
</H3>
<PRE>
public void
<B>render
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/OrthographicCamera.html" title="class in com.badlogic.gdx.graphics">OrthographicCamera
</A> cam,
int[]
layers)
</PRE>
<DL>
<DD>Renders specific layers in the given a camera.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>cam
</CODE> - The camera to use
<DD><CODE>layers
</CODE> - The list of layers to draw, 0 being the lowest layer. You will get an IndexOutOfBoundsException if a layer
number is too high.
</DL>
</DD>
</DL>
<HR>
<A NAME="render(float, float, float, float, int[])"><!-- --></A><H3>
render
</H3>
<PRE>
public void
<B>render
</B>(float
x,
float
y,
float
width,
float
height,
int[]
layers)
</PRE>
<DL>
<DD>Renders specific layers between the given bounding box in map units.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>x
</CODE> - The x coordinate to start drawing
<DD><CODE>y
</CODE> - the y coordinate to start drawing
<DD><CODE>width
</CODE> - the width of the tiles to draw
<DD><CODE>height
</CODE> - the width of the tiles to draw
<DD><CODE>layers
</CODE> - The list of layers to draw, 0 being the lowest layer. You will get an IndexOutOfBoundsException if a layer
number is too high.
</DL>
</DD>
</DL>
<HR>
<A NAME="getProjectionMatrix()"><!-- --></A><H3>
getProjectionMatrix
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>getProjectionMatrix
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getTransformMatrix()"><!-- --></A><H3>
getTransformMatrix
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>getTransformMatrix
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getRow(int)"><!-- --></A><H3>
getRow
</H3>
<PRE>
public int
<B>getRow
</B>(int
worldY)
</PRE>
<DL>
<DD>Computes the Tiled Map row given a Y coordinate in units
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>worldY
</CODE> - the Y coordinate in units
</DL>
</DD>
</DL>
<HR>
<A NAME="getCol(int)"><!-- --></A><H3>
getCol
</H3>
<PRE>
public int
<B>getCol
</B>(int
worldX)
</PRE>
<DL>
<DD>Computes the Tiled Map column given an X coordinate in units
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>worldX
</CODE> - the X coordinate in units
</DL>
</DD>
</DL>
<HR>
<A NAME="getInitialRow()"><!-- --></A><H3>
getInitialRow
</H3>
<PRE>
public int
<B>getInitialRow
</B>()
</PRE>
<DL>
<DD>Returns the initial drawn block row, for debugging purposes. Use this along with
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getLastRow()"><CODE>getLastRow()
</CODE></A> to
compute the number of rows drawn in the last call to
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(float, float, float, float, int[])"><CODE>render(float, float, float, float, int[])
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getInitialCol()"><!-- --></A><H3>
getInitialCol
</H3>
<PRE>
public int
<B>getInitialCol
</B>()
</PRE>
<DL>
<DD>Returns the initial drawn block column, for debugging purposes. Use this along with
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getLastCol()"><CODE>getLastCol()
</CODE></A> to
compute the number of columns drawn in the last call to
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(float, float, float, float, int[])"><CODE>render(float, float, float, float, int[])
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getLastRow()"><!-- --></A><H3>
getLastRow
</H3>
<PRE>
public int
<B>getLastRow
</B>()
</PRE>
<DL>
<DD>Returns the final drawn block row, for debugging purposes. Use this along with
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getInitialRow()"><CODE>getInitialRow()
</CODE></A> to
compute the number of rows drawn in the last call to
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(float, float, float, float, int[])"><CODE>render(float, float, float, float, int[])
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getLastCol()"><!-- --></A><H3>
getLastCol
</H3>
<PRE>
public int
<B>getLastCol
</B>()
</PRE>
<DL>
<DD>Returns the final drawn block column, for debugging purposes. Use this along with
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#getInitialCol()"><CODE>getInitialCol()
</CODE></A> to
compute the number of columns drawn in the last call to
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileMapRenderer.html#render(float, float, float, float, int[])"><CODE>render(float, float, float, float, int[])
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getUnitsPerTileX()"><!-- --></A><H3>
getUnitsPerTileX
</H3>
<PRE>
public float
<B>getUnitsPerTileX
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getUnitsPerTileY()"><!-- --></A><H3>
getUnitsPerTileY
</H3>
<PRE>
public float
<B>getUnitsPerTileY
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMapHeightUnits()"><!-- --></A><H3>
getMapHeightUnits
</H3>
<PRE>
public int
<B>getMapHeightUnits
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMapWidthUnits()"><!-- --></A><H3>
getMapWidthUnits
</H3>
<PRE>
public int
<B>getMapWidthUnits
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="dispose()"><!-- --></A><H3>
dispose
</H3>
<PRE>
public void
<B>dispose
</B>()
</PRE>
<DL>
<DD>Releases all resources held by this TiledMapRenderer.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMap()"><!-- --></A><H3>
getMap
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TiledMap.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TiledMap
</A> <B>getMap
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getAtlas()"><!-- --></A><H3>
getAtlas
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/tiled/TileAtlas.html" title="class in com.badlogic.gdx.graphics.g2d.tiled">TileAtlas
</A> <B>getAtlas
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
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