Problem recorded and uploaded to Youtube
libGDX resizing problem
I am starting out with libGDX and wanted to make a game.
However... when I was just experimenting around... this happened.
I don't know why it does that or what I should do to eliminate this.
I don't know what to google either. It's almost as if libGDX's default width and height methods doesn't update correctly when the screen is being resized.
Am I doing something wrong here?
Code :
public class Metroidvania extends ApplicationAdapter {
ShapeRenderer s;
#Override
public void create () {
s = new ShapeRenderer();
}
#Override
public void render () {
ScreenUtils.clear(1, 1, 1, 1);
s.begin(ShapeRenderer.ShapeType.Filled);
s.setColor(0, 0, 0, 1);
s.rect(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
s.end();
}
#Override
public void dispose () {
s.dispose();
}
}
The video is currently stuck at 97% uploaded... Even Youtube is against me now
Basically, The code is supposed to cover the entire screen in black... even when resized. But here, when resised Gdx.graphics.getWidth() and Height() returns wrong values, causing white spaces to show.
The rect()'s shape depends on which direction you resize in.
Resize the screen smaller and the rect() become's smaller at R times the rate of resizing (R is unknown). Vice versa for reisizing it larger.
LibGDX usually uses a virtual screen and viewports i.e. you render to a different width and height than are the real ones in pixel terms.
Maybe have a look here Libgdx Window Resizing: Keeping Aspect Ratio as there is a resize method you can hook into to dynamically update your own coordinate system.
Related
I'm trying to make a simple bit of code that will detect whether a model was clicked on. So far the best method I've seen is to create some sort of rectangle around the mesh and detect with Gdx.input.justTouched() to get the x,y coordinates, and then check if the rectangle contains the coordinates returned by justTouched().
I have no idea if there's a better way to do this, some kind of mesh onClick listener or something that LibGDX has in place that I'm unaware of (I've been scouring Google and the javadocs but I can't seem to find anything). I don't really need to deal with the z-axis coordinate, at least I don't think so. I only have the one PerspectiveCamera and it's not going to be moving around that much (not sure if this matters?)
Anyways, in my render() method I have:
if (Gdx.input.justTouched()) {
//this returns the correct values relative to the screen size
Vector2 pos = new Vector2(Gdx.input.getX(), Gdx.input.getY());
//I'm not sure how to get the correct rectangle to see what the
//width and height are for the model relative to the screen?
Rectangle modelBounds = new Rectangle(<<not sure what to put here>>);
if (modelBounds.contains(pos.x, pos.y) {
System.out.println("Model is being touched at: " + pos.x + ", " + pos.y);
}
}
I'm really not sure if this is the correct way to do this. I can get the position of the model with:
modelInstance.getNode("Node1").globalTransform.getTranslation(new Vector3());
but I'm not sure how to get the width and height as a rectangle relative to the screen size, if it's even possible.
I'm also unsure if this would cause massive lag, as I'm going to have about 7 nodes total that I need to detect if they're clicked on or not.
Is there a better way to do this? If not, is there a way to get the model width & height relative to the screensize (or camera, maybe)?
EDIT: Read about using Bounding Boxes, seems like what I need. Not quite sure how to implement it properly, however. I've changed my code to such:
public ModelInstance modelInstance;
public BoundingBox modelBounds;
#Override
public void create() {
...
//omitted irrelevant bits of code
modelInstance = new ModelInstance(heatExchangerModel);
modelBounds = modelInstance.calculateBoundingBox(new BoundingBox());
}
#Override
public void render() {
...
if (Gdx.input.justTouched()) {
Vector3 pos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
System.out.println(pos);
if (modelBounds.contains(pos)) {
System.out.println("Touching the model");
}
}
}
I'm not really sure what the output of BoundingBox is supposed to be, or how the numbers it gives me correlates to the position in a 2d space. Hmm..
EDIT2: Think I'm getting closer.. Read about Rays and the .getPickRay method for my PerspectiveCamera. .getPickRay seems to return completely unusable numbers though, like really tiny numbers. I think I need to do something like:
if (Gdx.input.justTouched()) {
Vector3 intersection = new Vector3();
Ray pickRay = perspectiveCamera.getPickRay(Gdx.input.getX(), Gdx.input.getY());
Intersector.intersectRayBounds(pickRay, modelBounds, intersection);
}
and then intersection should give me the point where they overlap. It appears to be not working, however, giving me really small numbers like (4.8066642E-5, 2.9180354E-5, 1.0) .. hmmm..
I'm testing my sprite that has the game title, and on my Motorola Moto G 2nd generation the dimensions of the sprite looks good but I'm testing also on my mothers phone, a Samsung GT-S5830i, and the height of the sprite looks stretched out.
I'm also trying to understand the concept of Viewport (I'm using the StretchViewport), but I don't know if I'm doing right. My game are designed for mobile, not desktop.
I did that to my SplashScreen:
this.gameTitle = new Sprite(new Texture(Gdx.files.internal("images/GameTitle.png")));
this.gameTitle.setSize(Configuration.DEVICE_WIDTH - 50, this.gameTitle.getHeight() * Configuration.DEVICE_HEIGHT / Configuration.DEVICE_WIDTH);
The DEVICE_HEIGTH and DEVICE_WIDTH are constants about the dimension of the screen. And the "-50" is a margin to the sprite
In my Viewport I used the real size of the screen for the dimensions, or should I use a virtual dimension? But how it works?
This is a part of my main class, what can I change?
// Create the Orthografic camera
this.orthoCamera = new OrthographicCamera(Configuration.DEVICE_WIDTH, Configuration.DEVICE_HEIGHT);
this.orthoCamera.setToOrtho(false, Configuration.VIRTUAL_GAME_WIDTH, Configuration.VIRTUAL_GAME_HEIGHT);
this.orthoCamera.position.set(this.orthoCamera.viewportWidth / 2f, this.orthoCamera.viewportHeight / 2f, 0);
this.orthoCamera.update();
// Combine SpriteBatch with the camera
this.spriteBatch.setTransformMatrix(this.orthoCamera.combined);
// Create the ViewPort
this.viewPort = new ExtendViewport(Configuration.DEVICE_WIDTH, Configuration.DEVICE_HEIGHT);
I updated my viewport to the ExtendViewport as you said.
Main class render method:
public void render() {
super.render();
// Update Orthographic camera
this.orthoCamera.update();
// Combine SpriteBatch with the camera
this.spriteBatch.setTransformMatrix(this.orthoCamera.combined);
}
Screen class render method:
#Override
public void render(float delta) {
// OpenGL clear screen
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(Gdx.gl.GL_COLOR_BUFFER_BIT | Gdx.gl.GL_DEPTH_BUFFER_BIT);
// SpriteBatch begins
this.game.spriteBatch.begin();
// Display the ClimbUp logo
this.gameTitle.draw(this.game.spriteBatch);
this.character.draw(this.game.spriteBatch);
// SpriteBatch ends
this.game.spriteBatch.end();
}
If you don't want stuff to look distorted on some devices and you don't want black bars (which none of your customers will like), you need to use an ExtendViewport instead of StretchViewport. And the dimensions you give it should be virtual dimensions based on whatever units you would like to work with.
For example, assuming a landscape orientation game, you could use 800 x 480 as virtual dimensions, and then you know that anything within that area (in world units) will be shown on the screen and you can design your game for that. On narrower devices (4:3 ratio) there will be more than 480 vertical units shown, and on wider devices (16:9 ratio) there will be more than 800 horizontal units shown.
There's one other option that avoids black bars and distortion, and that's FillViewport. But I think in general that's not a good option because you have no easy way to predict how much of your virtual dimensions are going to get cropped off.
Based on your edited question, here's what I would change in your code:
//No need to create your own camera. ExtendViewport creates its own.
// Pointless to call this now before resize method is called. Call this in render
//XXX this.spriteBatch.setTransformMatrix(this.orthoCamera.combined);
//This is where you give the viewport its minimum virtual dimensions
this.viewPort = new ExtendViewport(Configuration.VIRTUAL_GAME_WIDTH, Configuration.VIRTUAL_GAME_HEIGHT);
//Get reference to the viewport's camera for use with your sprite batch:
this.orthoCamera = (OrthographicCamera) this.viewport.getCamera();
Then in the resize method:
orthoCamera.setPosition(/*wherever you want it*/);
viewport.update(width, height, false); //these are actual device width and height that are provided by the resize method parameters.
You might want to position your camera in relation to the size calculated by the viewport. Then you should omit the setPosition line above, and instead calculate it after calling viewport.update. For example if you want 0,0 in the bottom left of the screen:
viewport.update(width, height, false);
orthoCamera.setPosition(orthoCamera.viewportWidth/2f, orthoCamera.viewportHeight/2f);
In your render method you can put this before spriteBatch.begin():
orthoCamera.update(); //good idea to call this right before applying to SpriteBatch, in case you've moved it.
spriteBatch.setProjectionMatrix(orthoCamera.combined);
So I'm trying to make custom buttons, for which I need to combine different parts of the button background. To do this I figured using a FrameBuffer would work, however it did not give viable results. Therefore I attempted to test my FrameBuffer drawing method, by writing a simple test method, which returns a texture that is drawn to the display at every render() call. This method is here (note that it is a test method, so it may be a little poorly optimized):
private Texture test()
{
BitmapFont f = ReverseBlade.fontTitle;
f.setColor(Color.LIGHT_GRAY);
FrameBuffer fbo = new FrameBuffer(Format.RGBA8888, (int)f.getBounds("Hi").width, (int)f.getBounds("Hi").height, false);
Batch b = ReverseBlade.batch;
OrthographicCamera c = new OrthographicCamera(fbo.getWidth(), fbo.getHeight());
c.setToOrtho(false);
c.update();
b.setProjectionMatrix(c.combined);
fbo.begin();
b.begin();
f.draw(b, "Hi", 0, 0);
b.end();
fbo.end();
Texture t = fbo.getColorBufferTexture();
fbo.dispose();
b.setProjectionMatrix(ReverseBlade.camera.combined);
return t;
}
However, nothing is displayed. The screen is dark... I have tried without the camera and multiple other variations that I can no longer remember. What am I doing wrong?
Half Solution
What I ended up having to do is to make a new Matrix4 object for the FrameBuffer like this:
Matrix4 m = new Matrix4();
m.setToOrtho2D(0, 0, fbo.getWidth(), fbo.getHeight());
batch.setProjectionMatrix(m);
However, this makes everything that is drawn be upside down, like this:
I think the fbo.dispose() call is destroying more than you want.
See the source and notice where it destroys the colorTexture, which is the result of getColorBufferTexture().
I think this could be considered a bug in Libgdx. The color texture is generally something that should have a very different lifetime than the FBO, so cleaning up the texture seems a bit too aggressive. However, trying to figure out which cases to clean the texture up is probably complicated.....
So following what I added with the Half Solution, all I had to do was create a new Sprite object with the texture from the FBo and call flip(false, true)!
May be this is a workaround to dispose() the framebuffer and keeping the texture alive. I do the following:
public class TextureSaveFBO extends FrameBuffer {
static final Texture DUMMY = new Texture(1, 1, Format.RGB565) {
public void dispose() {
};
};
public TextureSaveFBO(Format format, int width, int height,
boolean hasDepth) {
super(format, width, height, hasDepth);
}
#Override
public void dispose() {
// prevents the real texture of dispose()
Texture t = colorTexture;
colorTexture = DUMMY;
super.dispose();
colorTexture = t;
}
}
Just a precisation:
OrthographicCamera c = new OrthographicCamera(fbo.getWidth(), fbo.getHeight());
c.setToOrtho(false);
This is potentially harmful unless you know what you are doing: c.setOrtho(false) does the following:
Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down.
So even if you specified in the OrthographicCamera's constructor that you want the viewport to be of the frame buffer size, you are overwriting that with the following call to a viewport covering the screen size and centered to the screen center.
You should probably do:
camera.setToOrtho(false, fbo.getWidth(), fbo.getHeight());
Issue solved since LibGDX 1.6.5.
It's now possible to override disposeColorBuffer method to not dispose rendered texture.
I have a canvas and a simple bitmap for background image, fills the whole screen. I created a rect painted black and set it's alpha to 250 in order to make a "dark" effect on the background image. My aim to make a simple circle object that reveals the place it's hovering above. I tried thinking in many ways how to excecute it and failed.
I think the best way is to create a simple circle that manages to decrease the darkness alpha on the position it hovers above, but I have no idea how to do it.
The relevant part of my code:
private ColorFilter filter = new LightingColorFilter(Color.BLACK, 1);
private Paint darkPaint = new Paint(Color.BLACK), paint = new Paint(), paint2 = new Paint();//The style of the text and dark.
public DarkRoomView(Context context) {
super(context);
myChild = this;
darkPaint.setColorFilter(filter);
darkPaint.setAlpha(250);
paint2.setAlpha(10);
paint.setAlpha(50);
}
private void loadGFX() {//Loads all of this view GFX file.
backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.darkroomscreen);
lightImage = BitmapFactory.decodeResource(getResources(), R.drawable.light);
}
private void drawGFX(Canvas canvas) {
canvas.drawBitmap(backgroundImage, 0, 0, paint2);//The backgeound image.
canvas.drawRect(0, 0, WIDTH, HEIGHT, darkPaint);//The darkness.
canvas.drawBitmap(lightImage, 50, 50, paint);//A spotlight.
}
Any ideas how I should get it done?
Thanks!
For the spotlight, you could draw a circle of the original image over the darkness. You'd simply need to find the correct rectangle of the original image (based on where your finger is), and then draw a circle of that particular rectangle over the darkness. Trying to look "through" the darkness won't really get you anywhere; you need to place something over it.
By the time you draw the "spotlight", you've already darkened the image with the rectangle. It would be difficult to recover information lost during that draw.
A more flexible approach would be to draw a dark rectangle with a spotlight in a separate image (that is, compose the "darkness" and spotlight alpha and color mask image first), and then draw that mask image on top of the background as a separate step. This would also let you easily do things like e.g. give the spotlight fuzzy borders.
LibGDX has a coordinate system where (0,0) is at the bottom-left. (like this image: http://i.stack.imgur.com/jVrJ0.png)
This has me beating my head against a wall, mainly because I'm porting a game I had already made with the usual coordinate system (where 0,0 is in the Top Left Corner).
My question: Is there any simple way of changing this coordinate system?
If you use a Camera (which you should) changing the coordinate system is pretty simple:
camera= new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
If you use TextureRegions and/or a TextureAtlas, all you need to do in addition to that is call region.flip(false, true).
The reasons we use y-up by default (which you can easily change as illustrated above) are as follows:
your simulation code will most likely use a standard euclidian coordinate system with y-up
if you go 3D you have y-up
The default coordinate system is a right handed one in OpenGL, with y-up. You can of course easily change that with some matrix magic.
The only two places in libgdx where we use y-down are:
Pixmap coordinates (top upper left origin, y-down)
Touch event coordinates which are given in window coordinates (top upper left origin, y-down)
Again, you can easily change the used coordinate system to whatever you want using either Camera or a tiny bit of matrix math.
Just to expand a little on what badlogic said above, if you are using a TextureAtlas (with TextureRegions) you need to flip them, as badlogic said, in addition to the camera work. If you are using a TextureAtlas, you can use this code right after loading your atlas:
String textureFile = "data/textures.txt";
atlas = new TextureAtlas(Gdx.files.internal(textureFile), Gdx.files.internal("data"));
// Let's flip all the regions. Required for y=0 is TOP
Array<AtlasRegion> tr = atlas.getRegions();
for (int i = 0; i < tr.size; i++) {
TextureRegion t = tr.get(i);
t.flip(false, true);
}
If you want to hide the transformation and not think about it after setting it up once, you can make a class that inherits all of the functionalities you need, but first transforms the coordinates before passing it to its parent class's function. Unfortunately, this would take a lot of time.
You could alternatively make a method that does the simple y' = height - y transformation on the whole Coordinate object (or whatever it is you're using), and call it once before each operation.
Interesting graphics library, I would say. I found this assessment from the link below:
Another issue was that different coordinate systems were used in different parts of Libgdx. Sometimes the origin of the axes was in the
bottom left corner with the y-axis pointing upwards and sometimes in
the top left corner of the sprite pointing downwards. When drawing
Meshes the origin was even in the center of the screen. This caused
quite a bit of confusion and extra work to get everything in the
correct place on the screen.
http://www.csc.kth.se/utbildning/kandidatexjobb/datateknik/2011/rapport/ahmed_rakiv_OCH_aule_jonas_K11072.pdf
I just made a class that extends SpriteBatch that overides certain methods adding y = Gdx.graphics.getHeight() - y - height. Simple but effective.
I was able to get textures and fonts rendering correctly using the suggested flipped coordinate system via OrthographicCamera. Here's what I did:
private SpriteBatch batch;
private BitmapFont font;
private OrthographicCamera cam;
private Texture tex;
#Override
public void create () {
batch = new SpriteBatch();
font = new BitmapFont(true);
font.setColor(Color.WHITE);
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
tex = new Texture("badlogic.jpg");
}
#Override
public void dispose() {
batch.dispose();
font.dispose();
tex.dispose();
}
#Override
public void render () {
cam.update();
batch.setProjectionMatrix(cam.combined);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
font.draw(batch, "Test", 50, 50);
batch.draw(tex, 100, 100, tex.getWidth(), tex.getHeight(), 0, 0, tex.getWidth(), tex.getHeight(), false, true);
batch.end();
}
Important things to notice are:
The BitmapFont constructor, the boolean flips the font
For batch.draw() you need to use all those parameters because you need a boolean flipY at the end to flip the texture (I may extend SpriteBatch or make a utility method to avoid passing so many parameters all the time.)
Notice batch.setProjectionMatrix(cam.combined); in render()
Now we will see if I am back here later tonight doing edits to fix any other issues or discoveries with doing all this.