// Path: 1.4.09-Demo-Text/core/src/com/udacity/gamedev/textdemo/TextDemo.java
// public class TextDemo extends ApplicationAdapter {
// 
//     SpriteBatch batch;
//     BitmapFont font;
// 
//     @Override
//     public void create() {
//         batch = new SpriteBatch();
//         // Create the default font
//         font = new BitmapFont();
//         // Scale it up
//         font.getData().setScale(3);
//         // Set the filter
//         font.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
//     }
// 
//     /**
//      * Remember to dispose of SpriteBatches and fonts!
//      */
//     @Override
//     public void dispose() {
//         batch.dispose();
//         font.dispose();
//     }
// 
//     @Override
//     public void render() {
//         Gdx.gl.glClearColor(0, 0, 0, 1);
//         Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//         // We begin batches just like with a ShapeRenderer, though there's no mode
//         batch.begin();
//         font.draw(batch, "Text", 100, 100);
//         // Remember to end the batch
//         batch.end();
//     }
// }


import android.os.Bundle;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
import com.udacity.gamedev.textdemo.TextDemo;
package com.udacity.gamedev.textdemo.android;



public class AndroidLauncher extends AndroidApplication {
	@Override
	protected void onCreate (Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
// Path: 1.4.09-Demo-Text/core/src/com/udacity/gamedev/textdemo/TextDemo.java
// public class TextDemo extends ApplicationAdapter {
// 
//     SpriteBatch batch;
//     BitmapFont font;
// 
//     @Override
//     public void create() {
//         batch = new SpriteBatch();
//         // Create the default font
//         font = new BitmapFont();
//         // Scale it up
//         font.getData().setScale(3);
//         // Set the filter
//         font.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
//     }
// 
//     /**
//      * Remember to dispose of SpriteBatches and fonts!
//      */
//     @Override
//     public void dispose() {
//         batch.dispose();
//         font.dispose();
//     }
// 
//     @Override
//     public void render() {
//         Gdx.gl.glClearColor(0, 0, 0, 1);
//         Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//         // We begin batches just like with a ShapeRenderer, though there's no mode
//         batch.begin();
//         font.draw(batch, "Text", 100, 100);
//         // Remember to end the batch
//         batch.end();
//     }
// }


// Path: 1.4.09-Demo-Text/android/src/com/udacity/gamedev/textdemo/android/AndroidLauncher.java
import android.os.Bundle;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
import com.udacity.gamedev.textdemo.TextDemo;

package com.udacity.gamedev.textdemo.android;



public class AndroidLauncher extends AndroidApplication {
	@Override
	protected void onCreate (Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
		initialize(new TextDemo(), config);