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ScissorStack (libgdx API)
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com.badlogic.gdx.scenes.scene2d.utils
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Class ScissorStack
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.utils.ScissorStack
</B>
</PRE>
<HR>
<DL>
<DT><PRE>public class
<B>ScissorStack
</B><DT>extends java.lang.Object
</DL>
</PRE>
<P>
A stack of
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle
</CODE></A> objects to be used for clipping via
<A HREF="../../../../../../com/badlogic/gdx/graphics/GLCommon.html#glScissor(int, int, int, int)"><CODE>GLCommon.glScissor(int, int, int, int)
</CODE></A>. When a new
Rectangle is pushed onto the stack, it will be merged with the current top of stack. The minimum area of overlap is then set as
the real top of the stack.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>mzechner
</DD>
</DL>
<HR>
<P>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ScissorStack.html#ScissorStack()">ScissorStack
</A></B>()
</CODE>
<BR>
</TD>
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<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ScissorStack.html#calculateScissors(com.badlogic.gdx.graphics.Camera, com.badlogic.gdx.math.Matrix4, com.badlogic.gdx.math.Rectangle, com.badlogic.gdx.math.Rectangle)">calculateScissors
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera
</A> camera,
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> batchTransform,
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A> area,
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A> scissor)
</CODE>
<BR>
Calculates a scissor rectangle in OpenGL ES window coordinates from a
<A HREF="../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera
</CODE></A>, a transformation
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math"><CODE>Matrix4
</CODE></A> and
an axis aligned
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle
</CODE></A>.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ScissorStack.html#getViewport()">getViewport
</A></B>()
</CODE>
<BR>
</TD>
</TR>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ScissorStack.html#popScissors()">popScissors
</A></B>()
</CODE>
<BR>
Pops the current scissor rectangle from the stack and sets the new scissor area to the new top of stack rectangle.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ScissorStack.html#pushScissors(com.badlogic.gdx.math.Rectangle)">pushScissors
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A> scissor)
</CODE>
<BR>
Pushes a new scissor
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle
</CODE></A> onto the stack, merging it with the current top of the stack.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ScissorStack.html#toWindowCoordinates(com.badlogic.gdx.graphics.Camera, com.badlogic.gdx.math.Matrix4, com.badlogic.gdx.math.Vector2)">toWindowCoordinates
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera
</A> camera,
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> transformMatrix,
<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> point)
</CODE>
<BR>
Transforms a point to real window coordinates (as oposed to OpenGL ES window coordinates), where the origin is in the top
left and the the y-axis is pointing downwards
</TD>
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<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>
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<A NAME="ScissorStack()"><!-- --></A><H3>
ScissorStack
</H3>
<PRE>
public
<B>ScissorStack
</B>()
</PRE>
<DL>
</DL>
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<A NAME="pushScissors(com.badlogic.gdx.math.Rectangle)"><!-- --></A><H3>
pushScissors
</H3>
<PRE>
public static boolean
<B>pushScissors
</B>(
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A> scissor)
</PRE>
<DL>
<DD>Pushes a new scissor
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle
</CODE></A> onto the stack, merging it with the current top of the stack. The minimal area of
overlap between the top of stack rectangle and the provided rectangle is pushed onto the stack. This will invoke
<A HREF="../../../../../../com/badlogic/gdx/graphics/GLCommon.html#glScissor(int, int, int, int)"><CODE>GLCommon.glScissor(int, int, int, int)
</CODE></A> with the final top of stack rectangle. In case no scissor is yet on the stack
this will also enable
<A HREF="../../../../../../com/badlogic/gdx/graphics/GL10.html#GL_SCISSOR_TEST"><CODE>GL10.GL_SCISSOR_TEST
</CODE></A> automatically.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>true if the scissors were pushed. false if the scissor area was zero, in this case the scissors were not pushed and
no drawing should occur.
</DL>
</DD>
</DL>
<HR>
<A NAME="popScissors()"><!-- --></A><H3>
popScissors
</H3>
<PRE>
public static
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A> <B>popScissors
</B>()
</PRE>
<DL>
<DD>Pops the current scissor rectangle from the stack and sets the new scissor area to the new top of stack rectangle. In case
no more rectangles are on the stack,
<A HREF="../../../../../../com/badlogic/gdx/graphics/GL10.html#GL_SCISSOR_TEST"><CODE>GL10.GL_SCISSOR_TEST
</CODE></A> is disabled.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="calculateScissors(com.badlogic.gdx.graphics.Camera, com.badlogic.gdx.math.Matrix4, com.badlogic.gdx.math.Rectangle, com.badlogic.gdx.math.Rectangle)"><!-- --></A><H3>
calculateScissors
</H3>
<PRE>
public static void
<B>calculateScissors
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera
</A> camera,
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> batchTransform,
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A> area,
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A> scissor)
</PRE>
<DL>
<DD>Calculates a scissor rectangle in OpenGL ES window coordinates from a
<A HREF="../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera
</CODE></A>, a transformation
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math"><CODE>Matrix4
</CODE></A> and
an axis aligned
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle
</CODE></A>. The rectangle will get transformed by the camera and transform matrices and is then
projected to screen coordinates. Note that only axis aligned rectangles will work with this method. If either the Camera or
the Matrix4 have rotational components, the output of this method will not be suitable for
<A HREF="../../../../../../com/badlogic/gdx/graphics/GLCommon.html#glScissor(int, int, int, int)"><CODE>GLCommon.glScissor(int, int, int, int)
</CODE></A>.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>camera
</CODE> - the
<A HREF="../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera
</CODE></A><DD><CODE>batchTransform
</CODE> - the transformation
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math"><CODE>Matrix4
</CODE></A><DD><CODE>area
</CODE> - the
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle
</CODE></A> to transform to window coordinates
<DD><CODE>scissor
</CODE> - the Rectangle to store the result in
</DL>
</DD>
</DL>
<HR>
<A NAME="getViewport()"><!-- --></A><H3>
getViewport
</H3>
<PRE>
public static
<A HREF="../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</A> <B>getViewport
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Returns:
</B><DD>the current viewport in OpenGL ES window coordinates based on the currently applied scissor
</DL>
</DD>
</DL>
<HR>
<A NAME="toWindowCoordinates(com.badlogic.gdx.graphics.Camera, com.badlogic.gdx.math.Matrix4, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
toWindowCoordinates
</H3>
<PRE>
public static void
<B>toWindowCoordinates
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera
</A> camera,
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> transformMatrix,
<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> point)
</PRE>
<DL>
<DD>Transforms a point to real window coordinates (as oposed to OpenGL ES window coordinates), where the origin is in the top
left and the the y-axis is pointing downwards
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>camera
</CODE> - the
<A HREF="../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera
</CODE></A><DD><CODE>transformMatrix
</CODE> - the transformation
<A HREF="../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math"><CODE>Matrix4
</CODE></A><DD><CODE>point
</CODE> - the point to be transformed.
</DL>
</DD>
</DL>
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