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libgdx json
Adrian Papari edited this page Oct 3, 2015
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Provides serialization for all platforms.
The module is the recommended serializer when using LibGDX. It is the only serializer with browser (GWT/HTML) support.
The GWT target typically requires some effort to get working and can be hard to debug. Not recommended for beginners. Still, use of this module is recommended if you plan to target browsers in the future.
This module depends on BOTH gdx and odb gwt reflection caches! Make absolutely certain you register all your components and related types with both reflection caches, or you will spend hours debugging! See step 4 below.
Assumes Gradle LibGDX project with working GWT configuration.
- Add
compile "net.onedaybeard.artemis:artemis-odb-serializer-json-libgdx:1.0.1"
to your core module. - Add
compile "net.onedaybeard.artemis:artemis-odb-serializer-json-libgdx:1.0.1:sources"
to your html module. - Add the gwt json module to
GdxDefinition.gwt.xml
<inherits name='com.artemis-json-libgdx' />
- Register all classes (or parent packages) in
GdxDefinition.gwt.xml
, example:
<extend-configuration-property name="gdx.reflect.include" value="net.mypackage.components"/>
<extend-configuration-property name="artemis.reflect.include" value="net.mypackage.components"/>
private String subscriptionToJson(EntitySubscription subscription) {
final StringWriter writer = new StringWriter();
final SaveFileFormat save = new SaveFileFormat(subscription.getEntities());
world.getManager(WorldSerializationManager.class).save(writer, save);
return writer.toString();
}
final EntitySubscription allEntities = world.getManager(AspectSubscriptionManager.class).get(Aspect.all());
try {
final StringWriter writer = new StringWriter();
final SaveFileFormat save = new SaveFileFormat(allEntities.getEntities());
world.getManager(WorldSerializationManager.class).save(writer, save);
final Preferences preferences = Gdx.app.getPreferences("MyGame");
preferences.putString("MyStateId", writer.toString());
preferences.flush();
} catch (Exception e) {
Gdx.app.error("MyGame", "Save Failed", e);
}
Local storage has a quota in most browsers! Article about local storage quota
try {
final Preferences preferences = Gdx.app.getPreferences("MyGame")
final String json = preferences.getString("MyStateId");
final ByteArrayInputStream is = new ByteArrayInputStream(json.getBytes("UTF-8"));
world.getManager(WorldSerializationManager.class).load(is,SaveFileFormat.class);
} catch (Exception e) {
Gdx.app.error("MyGame", "Load Failed", e);
}
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