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libGDX 1.14.2

Deprecated API


No API in this release is deprecated for removal.

Deprecated Item Summary

SinceDeprecated Item and Description

Returns:

the time span between the current frame and the last frame in seconds, without smoothing
com.badlogic.gdx.Graphics.getRawDeltaTime
()

use getDeltaTime() instead.

com.badlogic.gdx.graphics.GL30.glVertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer ptr)

Returns:

the backing shortbuffer holding the indices. Does not have to be a direct buffer on Android!
com.badlogic.gdx.graphics.Mesh.getIndicesBuffer
()

use getIndicesBuffer(boolean) instead

Returns:

the backing FloatBuffer holding the vertices. Does not have to be a direct buffer on Android!
com.badlogic.gdx.graphics.Mesh.getVerticesBuffer
()

use getVerticesBuffer(boolean) instead

com.badlogic.gdx.graphics.g2d.SpriteBatch.defaultVertexDataType

Do not use, this field is for testing only and is likely to be removed. Sets the VertexDataType to be used when gles 3 is not available, defaults to VertexDataType#VertexArray.

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.arrow(float x1, float y1, float z1, float x2, float y2, float z2, float capLength, float stemThickness, int divisions)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.box(Vector3 corner000, Vector3 corner010, Vector3 corner100, Vector3 corner110, Vector3 corner001, Vector3 corner011, Vector3 corner101, Vector3 corner111)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.box(float width, float height, float depth)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.box(float x, float y, float z, float width, float height, float depth)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.capsule(float radius, float height, int divisions)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.circle(float radius, int divisions, final Vector3 center, final Vector3 normal)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.circle(float radius, int divisions, final Vector3 center, final Vector3 normal, final Vector3 tangent, final Vector3 binormal)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.circle(float radius, int divisions, final Vector3 center, final Vector3 normal, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.circle(float radius, int divisions, final Vector3 center, final Vector3 normal, final Vector3 tangent, final Vector3 binormal, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.cone(float width, float height, float depth, int divisions)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.cone(float width, float height, float depth, int divisions, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.cylinder(float width, float height, float depth, int divisions)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, int divisions, final Vector3 center, final Vector3 normal)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, int divisions, final Vector3 center, final Vector3 normal, final Vector3 tangent, final Vector3 binormal)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, int divisions, final Vector3 center, final Vector3 normal, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, int divisions, final Vector3 center, final Vector3 normal, final Vector3 tangent, final Vector3 binormal, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, Vector3 center, Vector3 normal)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.patch(Vector3 corner00, Vector3 corner10, Vector3 corner11, Vector3 corner01, Vector3 normal, int divisionsU, int divisionsV)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.patch(float x00, float y00, float z00, float x10, float y10, float z10, float x11, float y11, float z11, float x01, float y01, float z01, float normalX, float normalY, float normalZ, int divisionsU, int divisionsV)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.sphere(float width, float height, float depth, int divisionsU, int divisionsV)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.sphere(final Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.sphere(float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)

com.badlogic.gdx.graphics.g3d.utils.MeshBuilder.sphere(final Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.arrow(float x1, float y1, float z1, float x2, float y2, float z2, float capLength, float stemThickness, int divisions)

Use ArrowShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.box(Vector3 corner000, Vector3 corner010, Vector3 corner100, Vector3 corner110, Vector3 corner001, Vector3 corner011, Vector3 corner101, Vector3 corner111)

use BoxShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.box(Matrix4 transform)

use BoxShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.box(float width, float height, float depth)

use BoxShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.box(float x, float y, float z, float width, float height, float depth)

use BoxShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.capsule(float radius, float height, int divisions)

Use CapsuleShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.circle(float radius, int divisions, final Vector3 center, final Vector3 normal)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.circle(float radius, int divisions, final Vector3 center, final Vector3 normal, final Vector3 tangent, final Vector3 binormal)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.circle(float radius, int divisions, final Vector3 center, final Vector3 normal, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.circle(float radius, int divisions, final Vector3 center, final Vector3 normal, final Vector3 tangent, final Vector3 binormal, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.cone(float width, float height, float depth, int divisions)

Use ConeShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.cone(float width, float height, float depth, int divisions, float angleFrom, float angleTo)

Use ConeShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.cylinder(float width, float height, float depth, int divisions)

Use CylinderShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo)

Use CylinderShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close)

Use CylinderShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, int divisions, final Vector3 center, final Vector3 normal)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, int divisions, final Vector3 center, final Vector3 normal, final Vector3 tangent, final Vector3 binormal)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, int divisions, final Vector3 center, final Vector3 normal, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, int divisions, final Vector3 center, final Vector3 normal, final Vector3 tangent, final Vector3 binormal, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, Vector3 center, Vector3 normal)

Use EllipseShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.patch(MeshPartBuilder.VertexInfo corner00, MeshPartBuilder.VertexInfo corner10, MeshPartBuilder.VertexInfo corner11, MeshPartBuilder.VertexInfo corner01, int divisionsU, int divisionsV)

use PatchShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.patch(Vector3 corner00, Vector3 corner10, Vector3 corner11, Vector3 corner01, Vector3 normal, int divisionsU, int divisionsV)

use PatchShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.patch(float x00, float y00, float z00, float x10, float y10, float z10, float x11, float y11, float z11, float x01, float y01, float z01, float normalX, float normalY, float normalZ, int divisionsU, int divisionsV)

use PatchShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.sphere(float width, float height, float depth, int divisionsU, int divisionsV)

Use SphereShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.sphere(final Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV)

Use SphereShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.sphere(float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)

Use SphereShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.sphere(final Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)

Use SphereShapeBuilder.build instead.

com.badlogic.gdx.graphics.g3d.utils.shapebuilders.SphereShapeBuilder.build(MeshPartBuilder builder, final Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV)

use MeshPartBuilder#setVertexTransform(Matrix4) instead of using the method signature taking a matrix.

com.badlogic.gdx.graphics.g3d.utils.shapebuilders.SphereShapeBuilder.build(MeshPartBuilder builder, final Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)

use MeshPartBuilder#setVertexTransform(Matrix4) instead of using the method signature taking a matrix.

Returns:

the underlying short buffer.
com.badlogic.gdx.graphics.glutils.IndexData.getBuffer
()

use getBuffer(boolean) instead

Returns:

the underlying FloatBuffer holding the vertex data.
com.badlogic.gdx.graphics.glutils.InstanceData.getBuffer
()

use getBuffer(boolean) instead

com.badlogic.gdx.graphics.glutils.ShaderProgram.begin()

use bind() instead, this method will be remove in future version

com.badlogic.gdx.graphics.glutils.ShaderProgram.end()

no longer necessary, this method will be remove in future version

Returns:

the underlying FloatBuffer holding the vertex data.
com.badlogic.gdx.graphics.glutils.VertexData.getBuffer
()

use getBuffer(boolean) instead.

Returns:

the angle in degrees of this vector (point) relative to the x-axis. Angles are towards the positive y-axis (typically counter-clockwise) and between 0 and 360.
com.badlogic.gdx.math.Vector2.angle
()

use angleDeg() instead.

Returns:

the angle in degrees of this vector (point) relative to the given vector. Angles are towards the negative y-axis (typically clockwise) between -180 and +180
com.badlogic.gdx.math.Vector2.angle
(Vector2 reference)

use angleDeg(Vector2) instead. Beware of the changes in returned angle to counter-clockwise and the range.

com.badlogic.gdx.math.Vector2.rotate(float
the angle in degrees
degrees
)

use rotateDeg(float) instead.

com.badlogic.gdx.math.Vector2.rotateAround(Vector2
center Vector2
reference
,
float
the angle in degrees
degrees
)

use rotateAroundDeg(Vector2, float) instead.

com.badlogic.gdx.math.Vector2.setAngle(float
The angle in degrees to set.
degrees
)

use setAngleDeg(float) instead.

com.badlogic.gdx.scenes.scene2d.ui.Container.addActor(Actor actor)

Container may have only a single child.

com.badlogic.gdx.scenes.scene2d.ui.Container.addActorAfter(Actor actorAfter, Actor actor)

Container may have only a single child.

com.badlogic.gdx.scenes.scene2d.ui.Container.addActorAt(int index, Actor actor)

Container may have only a single child.

com.badlogic.gdx.scenes.scene2d.ui.Container.addActorBefore(Actor actorBefore, Actor actor)

Container may have only a single child.

com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.addActor(Actor actor)

ScrollPane may have only a single child.

com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.addActorAfter(Actor actorAfter, Actor actor)

ScrollPane may have only a single child.

com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.addActorAt(int index, Actor actor)

ScrollPane may have only a single child.

com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.addActorBefore(Actor actorBefore, Actor actor)

ScrollPane may have only a single child.

com.badlogic.gdx.scenes.scene2d.ui.Slider.setSnapToValues(float[]
May be null to disable snapping.
values
,
float threshold)

Use setSnapToValues(float, float...).

com.badlogic.gdx.utils.Array(boolean
If false, methods that remove elements may change the order of other elements in the array, which avoids a memory copy.
ordered
,
int
Any elements added beyond this will cause the backing array to be grown.
capacity
,
Class<T> arrayType)

Use Array#Array(boolean, int, ArraySupplier) instead

com.badlogic.gdx.utils.Array.of(boolean ordered, int capacity, Class<T> arrayType)

Use Array#of(boolean, int, ArraySupplier)

com.badlogic.gdx.utils.ArrayMap(boolean
If false, methods that remove elements may change the order of other elements in the arrays, which avoids a memory copy.
ordered
,
int
Any elements added beyond this will cause the backing arrays to be grown.
capacity
,
Class<T> keyArrayType, Class<T> valueArrayType)

Use ArrayMap#ArrayMap(boolean, int, ArraySupplier, ArraySupplier) instead

com.badlogic.gdx.utils.DelayedRemovalArray(boolean ordered, int capacity, Class<T> arrayType)

com.badlogic.gdx.utils.JsonValue.size()

Use size instead. Returns this number of children in the array or object.

com.badlogic.gdx.utils.Pools

Use PoolManager for bundling pools instead

com.badlogic.gdx.utils.SnapshotArray(boolean ordered, int capacity, Class<T> arrayType)

No API in this release references deprecated elements.