All Classes

Class Description
AnimatedEntity
A simple class that wraps an Actor with its grid position, animating state, and if it is a double-width Actor.
ColorChangeImage
An Image that has multiple possible color tints that it cycles through over time.
ColorChangeLabel
A Label that changes its color automatically, taking its current color from a list such as a gradient.
ColorNoise
Created by Tommy Ettinger on 6/12/2017.
DefaultResources
Default BitmapFonts, a sample image, "stretchable" fonts and icons, and a central RNG for use with LibGDX.
FilterBatch
A drop-in substitute for SpriteBatch that filters any colors used to tint text or images using a FloatFilter.
Filters
Implementations of IFilter, that all are meant to perform different changes to colors before they are created.
Filters.ChainFilter  
Filters.ColorizeFilter
An IFilter that is constructed with a color and makes any color it is told to alter have the same hue as the given color, have saturation that is somewhere between the given color's and the altered colors, and chiefly is distinguishable from other colors by value.
Filters.DistinctRedGreenFilter
An IFilter that alters primarily-red and primarily-green colors so they can be more easily be distinguished by people with at least some forms of red-green color-blindness (deuteranopia should be handled well, protanopia very well, and tritanopia may not benefit at all).
Filters.GammaCorrectFilter
An IFilter that performs a brightness adjustment to make dark areas lighter and light areas not much less bright.
Filters.GrayscaleFilter
An IFilter that converts all colors passed to it to grayscale, like a black and white film.
Filters.HallucinateFilter
An IFilter that makes the colors requested from it highly saturated, with the original hue, value and a timer that increments very slowly altering hue, with hue, value and the timer altering saturation, and the original hue, saturation, and value all altering value.
Filters.IdentityFilter
An IFilter that does nothing to the colors it is given but pass them along unchanged.
Filters.LerpFilter
An IFilter that is constructed with a color and linear-interpolates any color it is told to alter toward the color it was constructed with.
Filters.MaxValueFilter
An IFilter that tracks the highest brightness for any component it was assigned and stores it in its Filters.MaxValueFilter.state field.
Filters.MultiLerpFilter
An IFilter that is constructed with a group of colors and linear-interpolates any color it is told to alter toward the color it was constructed with that has the closest hue.
Filters.PaletteFilter
An IFilter that is constructed with a group of colors and forces any color it is told to alter to exactly the color it was constructed with that has the closest red, green, and blue components.
Filters.SaturationFilter
An IFilter that multiplies the saturation of any color requested from it by a number given during construction.
Filters.SaturationValueFilter
An IFilter that multiplies the saturation and the value of any color requested from it by different numbers given during construction.
Filters.WiggleFilter
An IFilter that is constructed with a palette of colors and randomly increases or decreases the red, green, and blue components of any color it is told to alter.
FloatFilter
Like IFilter, but produces packed floats that encode colors instead of Color objects.
FloatFilters
Pre-made FloatFilter classes that you can use to filter colors without producing extra Color objects.
FloatFilters.ChainFilter
A FloatFilter that chains together one or more FloatFilters one after the next, passing the float output of one as input to the next until the chain has all been called.
FloatFilters.ColorizeFilter
Changes all colors this alters to have the same hue as, and a closer saturation to, a target color given in the constructor, as well as optionally multiplying saturation of the result and/or adding lightness/value.
FloatFilters.DistinctRedGreenFilter
A FloatFilter that alters primarily-red and primarily-green colors so they can be more easily be distinguished by people with at least some forms of red-green color-blindness (deuteranopia should be handled well, protanopia very well, and tritanopia may not benefit at all).
FloatFilters.GrayscaleFilter
A FloatFilter that makes all colors given to it grayscale, using only their luma as calculated by SColor.lumaOfFloat(float) as the lightness (it does also preserve alpha transparency).
FloatFilters.HSVFilter
Wraps the functionality of SColor.toEditedFloat(float, float, float, float, float) so it can be called as a FloatFilter, adding values to hue, saturation, and value (clamping saturation and value and wrapping hue).
FloatFilters.IdentityFilter
A FloatFilter that makes no changes to the colors given to it; useful as a default for when no filter is wanted.
FloatFilters.LerpFilter
A FloatFilter that linearly interpolates (lerps) any color it is given toward a specified color by a specified amount.
FloatFilters.MultiLerpFilter
A FloatFilter that linearly interpolates (lerps) any color it is given toward the most-similar of a group of given colors.
FloatFilters.PaletteFilter
A FloatFilter that limits the colors it can return to a fixed palette, and won't return any colors that are missing from that palette (although it can always return fully-transparent).
FloatFilters.PaletteReducerFilter
A FloatFilter that limits the colors it can return to a fixed palette as determined by a PaletteReducer, and won't return any colors that are missing from that palette (although it can always return fully-transparent).
FloatFilters.YCbCrFilter
Like FloatFilters.HSVFilter, but edits its input colors in YCbCr color space, and multiplies rather than adds.
FloatFilters.YCoCgFilter
Like FloatFilters.YCbCrFilter, but edits its input colors in YCoCg color space, or like FloatFilters.HSVFilter except it doesn't add, it multiplies.
FloatFilters.YCwCmFilter
Like FloatFilters.YCbCrFilter or FloatFilters.YCoCgFilter, but edits its input colors in YCwCm color space, which is very similar to YCoCg but has chroma/chrominance components that are useful aesthetically on their own.
GDXMarkup
GDXMarkup implements IMarkup for libGDX Color objects, and can start blocks of markup that libGDX understands that display text in a given Color.
ICellVisible
A basic interface for any kind of object that has a symbolic representation and a color, here represented by a char and a packed float color.
ICellVisible.Basic
A bare-bones implementation of ICellVisible that always allows its symbol and color to be changed.
ICellVisible.Named
A implementation of ICellVisible that extends ICellVisible.Basic to also carry a String name.
ImageSquidPanel
Displays text and images in a grid pattern, like SquidPanel, but will automatically render certain chars as images.
IPackedColorPanel
Created by Tommy Ettinger on 8/5/2017.
LightingHandler
A convenience class that makes dealing with multiple colored light sources easier.
MapUtility
Created by Tommy Ettinger on 7/9/2017.
PackedColorAction
Sets the actor's color (or a specified color), from the current to the new color.
PanelEffect
Various special effects that can be applied to a SquidPanel or SparseLayers as an Action.
PanelEffect.ExplosionEffect  
PanelEffect.GibberishEffect  
PanelEffect.GlowBallEffect  
PanelEffect.ProjectileEffect  
PanelEffect.PulseEffect  
PanelEffect.SteadyProjectileEffect
Almost exactly lke PanelEffect.ProjectileEffect, but its duration specifies the amount of time to spend crossing each cell (in seconds), not the duration of the entire effect.
Radiance
Grouping of qualities related to glow and light emission.
SColor
Allows for the use of custom colors with custom names.
ScreenSizeManager
A container that keeps tracks of the sizes of margins and cells.
ShrinkPartViewport
A viewport that scales the world using Scaling.stretch on a sub-region of the screen.
SparseLayers
A general-purpose char display grid that supports one layer of backgrounds and arbitrarily many layers of foreground, only rendering foreground chars when something is present at a char's location.
SparseTextMap
An unordered map where the keys are two positive ints up to 16 bits (x and y, between 0 and 65535) and there are multiple kinds of value per key, here just a char and a float for color.
SparseTextMap.CharValues  
SparseTextMap.Entries  
SparseTextMap.Entry  
SparseTextMap.FloatValues  
SparseTextMap.Keys  
SquidColorCenter
A concrete implementation of IColorCenter for libgdx's Color.
SquidInput
This input processing class can handle mouse and keyboard input, using a squidpony.squidgrid.gui.gdx.SquidMouse for Mouse input and a user implementation of the SquidInput.KeyHandler interface to react to keys represented as chars and the modifiers those keys were pressed with, any of alt, ctrl, and/or shift.
SquidInput.KeyHandler
A single-method interface used to process "typed" characters, special characters produced by unusual keys, and modifiers that can affect them.
SquidKey
This wraps an InputProcessor, storing all key events and allowing them to be processed one at a time using next() or all at once using drain().
SquidLayers
A helper class to make using multiple SquidPanels easier.
SquidMessageBox
A specialized SquidPanel that is meant for displaying messages in a scrolling pane.
SquidMouse
This mouse processor allows for easy conversion to a grid based system.
SquidPanel
Displays text and images in a grid pattern.
StarterKit
A convenience class that groups several commonly-used GUI classes into one object and provides ways to initialize these kits for specific purposes, some of which would be a challenge to write without this code.
SubcellLayers
A subclass of SparseLayers that acts almost the same, but uses 3x3 subcells of background color for every cell that may contain a char.
TextCellFactory
Class for creating text blocks.
TextFamily
A variant of TextCellFactory that allows switching between regular, bold, italic, and bold italic styles.
TextPanel
A panel to display some text using libgdx directly (i.e.
UIUtil  
UIUtil.CornerStyle  
UIUtil.YMoveKind
A vertical move triggered by keyboard keys.
VisualInput
Acts like SquidInput but displays available keys as visible buttons if the device has no physical keyboard.
WildMapView
Created by Tommy Ettinger on 9/6/2019.
WorldMapView
Created by Tommy Ettinger on 9/6/2019.