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<div class="subTitle">com.badlogic.gdx.graphics.g2d
</div>
<h2 title="Class SpriteBatch" class="title">Class SpriteBatch
</h2>
</div>
<div class="contentContainer">
<ul class="inheritance">
<li>java.lang.Object
</li>
<li>
<ul class="inheritance">
<li>com.badlogic.gdx.graphics.g2d.SpriteBatch
</li>
</ul>
</li>
</ul>
<div class="description">
<ul class="blockList">
<li class="blockList">
<dl>
<dt>All Implemented Interfaces:
</dt>
<dd><a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable
</a></dd>
</dl>
<hr>
<br>
<pre>public class
<span class="strong">SpriteBatch
</span>
extends java.lang.Object
implements
<a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable
</a></pre>
<div class="block">A SpriteBatch is used to draw 2D rectangles that reference a texture (region). The class will batch the drawing commands and
optimize them for processing by the GPU.
<p>
To draw something with a SpriteBatch one has to first call the
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a> method which will setup appropriate
render states. When you are done with drawing you have to call
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><code>end()
</code></a> which will actually draw the things
you specified.
<p>
All drawing commands of the SpriteBatch operate in screen coordinates. The screen coordinate system has an x-axis pointing to
the right, an y-axis pointing upwards and the origin is in the lower left corner of the screen. You can also provide your own
transformation and projection matrices if you so wish.
<p>
A SpriteBatch is managed. In case the OpenGL context is lost all OpenGL resources a SpriteBatch uses internally get
invalidated. A context is lost when a user switches to another application or receives an incoming call on Android. A
SpriteBatch will be automatically reloaded after the OpenGL context is restored.
<p>
A SpriteBatch is a pretty heavy object so you should only ever have one in your program.
<p>
A SpriteBatch works with OpenGL ES 1.x and 2.0. In the case of a 2.0 context it will use its own custom shader to draw all
provided sprites. You can set your own custom shader via
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setShader(com.badlogic.gdx.graphics.glutils.ShaderProgram)"><code>setShader(ShaderProgram)
</code></a>.
<p>
A SpriteBatch has to be disposed if it is no longer used.
</div>
<dl><dt><span class="strong">Author:
</span></dt>
<dd>mzechner
</dd></dl>
</li>
</ul>
</div>
<div class="summary">
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<h3>Field Summary
</h3>
<table class="overviewSummary" border="0" cellpadding="3" cellspacing="0" summary="Field Summary table, listing fields, and an explanation">
<caption><span>Fields
</span><span class="tabEnd"> </span></caption>
<tr>
<th class="colFirst" scope="col">Modifier and Type
</th>
<th class="colLast" scope="col">Field and Description
</th>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#C1">C1
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#C2">C2
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#C3">C3
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#C4">C4
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#maxSpritesInBatch">maxSpritesInBatch
</a></strong></code>
<div class="block">The maximum number of sprites rendered in one batch so far.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#renderCalls">renderCalls
</a></strong></code>
<div class="block">Number of render calls since the last
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a>.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#totalRenderCalls">totalRenderCalls
</a></strong></code>
<div class="block">Number of rendering calls, ever.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#U1">U1
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#U2">U2
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#U3">U3
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#U4">U4
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#V1">V1
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#V2">V2
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#V3">V3
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#V4">V4
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#X1">X1
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#X2">X2
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#X3">X3
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#X4">X4
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#Y1">Y1
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#Y2">Y2
</a></strong></code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#Y3">Y3
</a></strong></code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#Y4">Y4
</a></strong></code> </td>
</tr>
</table>
</li>
</ul>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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</a>
<h3>Constructor Summary
</h3>
<table class="overviewSummary" border="0" cellpadding="3" cellspacing="0" summary="Constructor Summary table, listing constructors, and an explanation">
<caption><span>Constructors
</span><span class="tabEnd"> </span></caption>
<tr>
<th class="colOne" scope="col">Constructor and Description
</th>
</tr>
<tr class="altColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch()">SpriteBatch
</a></strong>()
</code>
<div class="block">Constructs a new SpriteBatch with a size of 1000, one buffer, and the default shader.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch(int)">SpriteBatch
</a></strong>(int
size)
</code>
<div class="block">Constructs a SpriteBatch with one buffer and the default shader.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch(int, int)">SpriteBatch
</a></strong>(int
size,
int
buffers)
</code>
<div class="block">Constructs a SpriteBatch with the default shader.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch(int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)">SpriteBatch
</a></strong>(int
size,
int
buffers,
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</a> defaultShader)
</code>
<div class="block">Constructs a new SpriteBatch.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch(int, com.badlogic.gdx.graphics.glutils.ShaderProgram)">SpriteBatch
</a></strong>(int
size,
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</a> defaultShader)
</code>
<div class="block">Constructs a new SpriteBatch with one buffer.
</div>
</td>
</tr>
</table>
</li>
</ul>
<!-- ========== METHOD SUMMARY =========== -->
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<li class="blockList"><a name="method_summary">
<!-- -->
</a>
<h3>Method Summary
</h3>
<table class="overviewSummary" border="0" cellpadding="3" cellspacing="0" summary="Method Summary table, listing methods, and an explanation">
<caption><span>Methods
</span><span class="tabEnd"> </span></caption>
<tr>
<th class="colFirst" scope="col">Modifier and Type
</th>
<th class="colLast" scope="col">Method and Description
</th>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()">begin
</a></strong>()
</code>
<div class="block">Sets up the SpriteBatch for drawing.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#createDefaultShader()">createDefaultShader
</a></strong>()
</code>
<div class="block">Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#disableBlending()">disableBlending
</a></strong>()
</code>
<div class="block">Disables blending for drawing sprites.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#dispose()">dispose
</a></strong>()
</code>
<div class="block">Disposes all resources associated with this SpriteBatch.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.Texture, float[], int, int)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float[]
spriteVertices,
int
offset,
int
count)
</code>
<div class="block">Draws a rectangle using the given vertices.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.Texture, float, float)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the width and height of the texture.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.Texture, float, float, float, float)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
float
width,
float
height)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, float, float, float, float)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
float
width,
float
height,
float
u,
float
v,
float
u2,
float
v2)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, float, float, float, float, float, int, int, int, int, boolean, boolean)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
float
originX,
float
originY,
float
width,
float
height,
float
scaleX,
float
scaleY,
float
rotation,
int
srcX,
int
srcY,
int
srcWidth,
int
srcHeight,
boolean
flipX,
boolean
flipY)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, int, int, int, int, boolean, boolean)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
float
width,
float
height,
int
srcX,
int
srcY,
int
srcWidth,
int
srcHeight,
boolean
flipX,
boolean
flipY)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.Texture, float, float, int, int, int, int)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
int
srcX,
int
srcY,
int
srcWidth,
int
srcHeight)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</a> region,
float
x,
float
y)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the width and height of the region.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float, float, float)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</a> region,
float
x,
float
y,
float
width,
float
height)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float, float, float, float, float, float, float, float)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</a> region,
float
x,
float
y,
float
originX,
float
originY,
float
width,
float
height,
float
scaleX,
float
scaleY,
float
rotation)
</code>
<div class="block">Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float, float, float, float, float, float, float, float, boolean)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</a> region,
float
x,
float
y,
float
originX,
float
originY,
float
width,
float
height,
float
scaleX,
float
scaleY,
float
rotation,
boolean
clockwise)
</code>
<div class="block">Draws a rectangle with the texture coordinates rotated 90 degrees.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#enableBlending()">enableBlending
</a></strong>()
</code>
<div class="block">Enables blending for drawing sprites.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()">end
</a></strong>()
</code>
<div class="block">Finishes off rendering.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#flush()">flush
</a></strong>()
</code>
<div class="block">Causes any pending sprites to be rendered, without ending the SpriteBatch.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#getBlendDstFunc()">getBlendDstFunc
</a></strong>()
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#getBlendSrcFunc()">getBlendSrcFunc
</a></strong>()
</code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#getColor()">getColor
</a></strong>()
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#getProjectionMatrix()">getProjectionMatrix
</a></strong>()
</code>
<div class="block">Returns the current projection matrix.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#getTransformMatrix()">getTransformMatrix
</a></strong>()
</code>
<div class="block">Returns the current transform matrix.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>boolean
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#isBlendingEnabled()">isBlendingEnabled
</a></strong>()
</code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setBlendFunction(int, int)">setBlendFunction
</a></strong>(int
srcFunc,
int
dstFunc)
</code>
<div class="block">Sets the blending function to be used when rendering sprites.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setColor(com.badlogic.gdx.graphics.Color)">setColor
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</a> tint)
</code>
<div class="block">Sets the color used to tint images when they are added to the SpriteBatch.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setColor(float)">setColor
</a></strong>(float
color)
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setColor(float, float, float, float)">setColor
</a></strong>(float
r,
float
g,
float
b,
float
a)
</code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setProjectionMatrix(com.badlogic.gdx.math.Matrix4)">setProjectionMatrix
</a></strong>(
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> projection)
</code>
<div class="block">Sets the projection matrix to be used by this SpriteBatch.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setShader(com.badlogic.gdx.graphics.glutils.ShaderProgram)">setShader
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</a> shader)
</code>
<div class="block">Sets the shader to be used in a GLES 2.0 environment.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setTransformMatrix(com.badlogic.gdx.math.Matrix4)">setTransformMatrix
</a></strong>(
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> transform)
</code>
<div class="block">Sets the transform matrix to be used by this SpriteBatch.
</div>
</td>
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</code></li>
</ul>
</li>
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<pre>public
int renderCalls
</pre>
<div class="block">Number of render calls since the last
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a>.
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int totalRenderCalls
</pre>
<div class="block">Number of rendering calls, ever. Will not be reset unless set manually.
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<pre>public
int maxSpritesInBatch
</pre>
<div class="block">The maximum number of sprites rendered in one batch so far.
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<pre>public static final
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<pre>public static final
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<pre>public
SpriteBatch()
</pre>
<div class="block">Constructs a new SpriteBatch with a size of 1000, one buffer, and the default shader.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch(int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)"><code>SpriteBatch(int, int, ShaderProgram)
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<pre>public
SpriteBatch(int
size)
</pre>
<div class="block">Constructs a SpriteBatch with one buffer and the default shader.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch(int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)"><code>SpriteBatch(int, int, ShaderProgram)
</code></a></dd></dl>
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<pre>public
SpriteBatch(int
size,
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</a> defaultShader)
</pre>
<div class="block">Constructs a new SpriteBatch with one buffer.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch(int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)"><code>SpriteBatch(int, int, ShaderProgram)
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<pre>public
SpriteBatch(int
size,
int
buffers)
</pre>
<div class="block">Constructs a SpriteBatch with the default shader.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#SpriteBatch(int, int, com.badlogic.gdx.graphics.glutils.ShaderProgram)"><code>SpriteBatch(int, int, ShaderProgram)
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<pre>public
SpriteBatch(int
size,
int
buffers,
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</a> defaultShader)
</pre>
<div class="block">Constructs a new SpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis
point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with
respect to the current screen resolution.
<p>
The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
the ones expect for shaders set with
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setShader(com.badlogic.gdx.graphics.glutils.ShaderProgram)"><code>setShader(ShaderProgram)
</code></a>. See
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#createDefaultShader()"><code>createDefaultShader()
</code></a>.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>size
</code> - The max number of sprites in a single batch. Max of 5460.
</dd><dd><code>buffers
</code> - The number of meshes to use. This is an expert function. It only makes sense with VBOs (see
<a href="../../../../../com/badlogic/gdx/graphics/Mesh.html#forceVBO"><code>Mesh.forceVBO
</code></a>).
</dd><dd><code>defaultShader
</code> - The default shader to use. This is not owned by the SpriteBatch and must be disposed separately.
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<pre>public static
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</a> createDefaultShader()
</pre>
<div class="block">Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified.
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<pre>public
void
begin()
</pre>
<div class="block">Sets up the SpriteBatch for drawing. This will disable depth buffer writting. It enables blending and texturing. If you have
more texture units enabled than the first one you have to disable them before calling this. Uses a screen coordinate system
by default where everything is given in pixels. You can specify your own projection and modelview matrices via
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setProjectionMatrix(com.badlogic.gdx.math.Matrix4)"><code>setProjectionMatrix(Matrix4)
</code></a> and
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setTransformMatrix(com.badlogic.gdx.math.Matrix4)"><code>setTransformMatrix(Matrix4)
</code></a>.
</div>
</li>
</ul>
<a name="end()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>end
</h4>
<pre>public
void
end()
</pre>
<div class="block">Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be called after a call to
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a></div>
</li>
</ul>
<a name="setColor(com.badlogic.gdx.graphics.Color)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setColor
</h4>
<pre>public
void
setColor(
<a href="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</a> tint)
</pre>
<div class="block">Sets the color used to tint images when they are added to the SpriteBatch. Default is
<a href="../../../../../com/badlogic/gdx/graphics/Color.html#WHITE"><code>Color.WHITE
</code></a>.
</div>
</li>
</ul>
<a name="setColor(float, float, float, float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setColor
</h4>
<pre>public
void
setColor(float
r,
float
g,
float
b,
float
a)
</pre>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setColor(com.badlogic.gdx.graphics.Color)"><code>setColor(Color)
</code></a></dd></dl>
</li>
</ul>
<a name="setColor(float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setColor
</h4>
<pre>public
void
setColor(float
color)
</pre>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setColor(com.badlogic.gdx.graphics.Color)"><code>setColor(Color)
</code></a>,
<a href="../../../../../com/badlogic/gdx/graphics/Color.html#toFloatBits()"><code>Color.toFloatBits()
</code></a></dd></dl>
</li>
</ul>
<a name="getColor()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getColor
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</a> getColor()
</pre>
<dl><dt><span class="strong">Returns:
</span></dt><dd>the rendering color of this SpriteBatch. Manipulating the returned instance has no effect.
</dd></dl>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, float, float, float, float, float, int, int, int, int, boolean, boolean)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
float
originX,
float
originY,
float
width,
float
height,
float
scaleX,
float
scaleY,
float
rotation,
int
srcX,
int
srcY,
int
srcWidth,
int
srcHeight,
boolean
flipX,
boolean
flipY)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. The rectangle is offset by
originX, originY relative to the origin. Scale specifies the scaling factor by which the rectangle should be scaled around
originX, originY. Rotation specifies the angle of counter clockwise rotation of the rectangle around originX, originY. The
portion of the
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics"><code>Texture
</code></a> given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in
texels. FlipX and flipY specify whether the texture portion should be fliped horizontally or vertically.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>x
</code> - the x-coordinate in screen space
</dd><dd><code>y
</code> - the y-coordinate in screen space
</dd><dd><code>originX
</code> - the x-coordinate of the scaling and rotation origin relative to the screen space coordinates
</dd><dd><code>originY
</code> - the y-coordinate of the scaling and rotation origin relative to the screen space coordinates
</dd><dd><code>width
</code> - the width in pixels
</dd><dd><code>height
</code> - the height in pixels
</dd><dd><code>scaleX
</code> - the scale of the rectangle around originX/originY in x
</dd><dd><code>scaleY
</code> - the scale of the rectangle around originX/originY in y
</dd><dd><code>rotation
</code> - the angle of counter clockwise rotation of the rectangle around originX/originY
</dd><dd><code>srcX
</code> - the x-coordinate in texel space
</dd><dd><code>srcY
</code> - the y-coordinate in texel space
</dd><dd><code>srcWidth
</code> - the source with in texels
</dd><dd><code>srcHeight
</code> - the source height in texels
</dd><dd><code>flipX
</code> - whether to flip the sprite horizontally
</dd><dd><code>flipY
</code> - whether to flip the sprite vertically
</dd></dl>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, int, int, int, int, boolean, boolean)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
float
width,
float
height,
int
srcX,
int
srcY,
int
srcWidth,
int
srcHeight,
boolean
flipX,
boolean
flipY)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. The portion of the
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics"><code>Texture
</code></a> given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in texels. FlipX
and flipY specify whether the texture portion should be fliped horizontally or vertically.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>x
</code> - the x-coordinate in screen space
</dd><dd><code>y
</code> - the y-coordinate in screen space
</dd><dd><code>width
</code> - the width in pixels
</dd><dd><code>height
</code> - the height in pixels
</dd><dd><code>srcX
</code> - the x-coordinate in texel space
</dd><dd><code>srcY
</code> - the y-coordinate in texel space
</dd><dd><code>srcWidth
</code> - the source with in texels
</dd><dd><code>srcHeight
</code> - the source height in texels
</dd><dd><code>flipX
</code> - whether to flip the sprite horizontally
</dd><dd><code>flipY
</code> - whether to flip the sprite vertically
</dd></dl>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.Texture, float, float, int, int, int, int)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
int
srcX,
int
srcY,
int
srcWidth,
int
srcHeight)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. The portion of the
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics"><code>Texture
</code></a> given by srcX, srcY and srcWidth, srcHeight are used. These coordinates and sizes are given in texels.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>x
</code> - the x-coordinate in screen space
</dd><dd><code>y
</code> - the y-coordinate in screen space
</dd><dd><code>srcX
</code> - the x-coordinate in texel space
</dd><dd><code>srcY
</code> - the y-coordinate in texel space
</dd><dd><code>srcWidth
</code> - the source with in texels
</dd><dd><code>srcHeight
</code> - the source height in texels
</dd></dl>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, float, float, float, float)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
float
width,
float
height,
float
u,
float
v,
float
u2,
float
v2)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. The portion of the
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics"><code>Texture
</code></a> given by u, v and u2, v2 are used. These coordinates and sizes are given in texture size percentage. The
rectangle will have the given tint
<a href="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics"><code>Color
</code></a>.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>x
</code> - the x-coordinate in screen space
</dd><dd><code>y
</code> - the y-coordinate in screen space
</dd><dd><code>width
</code> - the width in pixels
</dd><dd><code>height
</code> - the height in pixels
</dd></dl>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.Texture, float, float)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the width and height of the texture.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>x
</code> - the x-coordinate in screen space
</dd><dd><code>y
</code> - the y-coordinate in screen space
</dd></dl>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.Texture, float, float, float, float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float
x,
float
y,
float
width,
float
height)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
</div>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.Texture, float[], int, int)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture
</a> texture,
float[]
spriteVertices,
int
offset,
int
count)
</pre>
<div class="block">Draws a rectangle using the given vertices. There must be 4 vertices, each made up of 5 elements in this order: x, y, color,
u, v. The
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#getColor()"><code>getColor()
</code></a> from the SpriteBatch is not applied.
</div>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</a> region,
float
x,
float
y)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y having the width and height of the region.
</div>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float, float, float)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</a> region,
float
x,
float
y,
float
width,
float
height)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
</div>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float, float, float, float, float, float, float, float)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</a> region,
float
x,
float
y,
float
originX,
float
originY,
float
width,
float
height,
float
scaleX,
float
scaleY,
float
rotation)
</pre>
<div class="block">Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height. The
rectangle is offset by originX, originY relative to the origin. Scale specifies the scaling factor by which the rectangle
should be scaled around originX, originY. Rotation specifies the angle of counter clockwise rotation of the rectangle around
originX, originY.
</div>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float, float, float, float, float, float, float, float, boolean)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</a> region,
float
x,
float
y,
float
originX,
float
originY,
float
width,
float
height,
float
scaleX,
float
scaleY,
float
rotation,
boolean
clockwise)
</pre>
<div class="block">Draws a rectangle with the texture coordinates rotated 90 degrees. The bottom left corner at x,y and stretching the region
to cover the given width and height. The rectangle is offset by originX, originY relative to the origin. Scale specifies the
scaling factor by which the rectangle should be scaled around originX, originY. Rotation specifies the angle of counter
clockwise rotation of the rectangle around originX, originY.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>clockwise
</code> - If true, the texture coordinates are rotated 90 degrees clockwise. If false, they are rotated 90 degrees
counter clockwise.
</dd></dl>
</li>
</ul>
<a name="flush()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>flush
</h4>
<pre>public
void
flush()
</pre>
<div class="block">Causes any pending sprites to be rendered, without ending the SpriteBatch.
</div>
</li>
</ul>
<a name="disableBlending()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>disableBlending
</h4>
<pre>public
void
disableBlending()
</pre>
<div class="block">Disables blending for drawing sprites. Calling this within
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a>/
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><code>end()
</code></a> will flush the batch.
</div>
</li>
</ul>
<a name="enableBlending()">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>enableBlending
</h4>
<pre>public
void
enableBlending()
</pre>
<div class="block">Enables blending for drawing sprites. Calling this within
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a>/
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><code>end()
</code></a> will flush the batch.
</div>
</li>
</ul>
<a name="setBlendFunction(int, int)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setBlendFunction
</h4>
<pre>public
void
setBlendFunction(int
srcFunc,
int
dstFunc)
</pre>
<div class="block">Sets the blending function to be used when rendering sprites.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>srcFunc
</code> - the source function, e.g. GL11.GL_SRC_ALPHA. If set to -1, SpriteBatch won't change the blending function.
</dd><dd><code>dstFunc
</code> - the destination function, e.g. GL11.GL_ONE_MINUS_SRC_ALPHA
</dd></dl>
</li>
</ul>
<a name="getBlendSrcFunc()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getBlendSrcFunc
</h4>
<pre>public
int
getBlendSrcFunc()
</pre>
</li>
</ul>
<a name="getBlendDstFunc()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getBlendDstFunc
</h4>
<pre>public
int
getBlendDstFunc()
</pre>
</li>
</ul>
<a name="dispose()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>dispose
</h4>
<pre>public
void
dispose()
</pre>
<div class="block">Disposes all resources associated with this SpriteBatch.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<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></dd>
</dl>
</li>
</ul>
<a name="getProjectionMatrix()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getProjectionMatrix
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> getProjectionMatrix()
</pre>
<div class="block">Returns the current projection matrix. Changing this within
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a>/
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><code>end()
</code></a> results in undefined behaviour.
</div>
</li>
</ul>
<a name="getTransformMatrix()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getTransformMatrix
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> getTransformMatrix()
</pre>
<div class="block">Returns the current transform matrix. Changing this within
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a>/
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><code>end()
</code></a> results in undefined behaviour.
</div>
</li>
</ul>
<a name="setProjectionMatrix(com.badlogic.gdx.math.Matrix4)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>setProjectionMatrix
</h4>
<pre>public
void
setProjectionMatrix(
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> projection)
</pre>
<div class="block">Sets the projection matrix to be used by this SpriteBatch. If this is called inside a
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a>/
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><code>end()
</code></a> block,
the current batch is flushed to the gpu.
</div>
</li>
</ul>
<a name="setTransformMatrix(com.badlogic.gdx.math.Matrix4)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>setTransformMatrix
</h4>
<pre>public
void
setTransformMatrix(
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> transform)
</pre>
<div class="block">Sets the transform matrix to be used by this SpriteBatch. If this is called inside a
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a>/
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><code>end()
</code></a> block,
the current batch is flushed to the gpu.
</div>
</li>
</ul>
<a name="setShader(com.badlogic.gdx.graphics.glutils.ShaderProgram)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setShader
</h4>
<pre>public
void
setShader(
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</a> shader)
</pre>
<div class="block">Sets the shader to be used in a GLES 2.0 environment. Vertex position attribute is called "a_position", the texture
coordinates attribute is called "a_texCoord0", the color attribute is called "a_color". See
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html#POSITION_ATTRIBUTE"><code>ShaderProgram.POSITION_ATTRIBUTE
</code></a>,
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html#COLOR_ATTRIBUTE"><code>ShaderProgram.COLOR_ATTRIBUTE
</code></a> and
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html#TEXCOORD_ATTRIBUTE"><code>ShaderProgram.TEXCOORD_ATTRIBUTE
</code></a>
which gets "0" appened to indicate the use of the first texture unit. The combined transform and projection matrx is
uploaded via a mat4 uniform called "u_projTrans". The texture sampler is passed via a uniform called "u_texture".
<p>
Call this method with a null argument to use the default shader.
<p>
This method will flush the batch before setting the new shader, you can call it in between
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><code>begin()
</code></a> and
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><code>end()
</code></a>.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>shader
</code> - the
<a href="../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils"><code>ShaderProgram
</code></a> or null to use the default shader.
</dd></dl>
</li>
</ul>
<a name="isBlendingEnabled()">
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</a>
<ul class="blockListLast">
<li class="blockList">
<h4>isBlendingEnabled
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<pre>public
boolean
isBlendingEnabled()
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<dl><dt><span class="strong">Returns:
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