LibGDX How do I update Actor positions after resizing window? - java

I'm trying to stick toolbar buttons to the top-right of my screen, but whenever I resize the window, the buttons stay in the same absolute position (relative to the bottom-left).
Before resize:
After resize:
This is the method that generates the UI button (Which is currently only called in the Screen's constructor):
private void generateUiToolbar(){
// Toolbar Table
Table table = new Table();
table.setFillParent(true);
table.top();
table.right();
// Menu button
table.row();
Texture myTexture = new Texture(Gdx.files.internal("ui/stamp.png"));
TextureRegion myTextureRegion = new TextureRegion(myTexture);
TextureRegionDrawable myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
ImageButton menuButton = new ImageButton(myTexRegionDrawable);
menuButton.addListener( new ClickListener() {
#Override
public void clicked(InputEvent event, float x, float y) {
stage.clear();
generateUiMenu();
}
});
table.add(menuButton).size(60,60).padTop(10).padRight(10);
stage.addActor(table);
}
This is the resize() method:
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
stage.getCamera().viewportWidth = width;
stage.getCamera().viewportHeight = height;
stage.getCamera().position.set(stage.getCamera().viewportWidth / 2, stage.getCamera().viewportHeight / 2, 0);
stage.getCamera().update();
}
The variable stage is initiated in the constructor with stage = new Stage();
For some reason stage.getViewport().update(width, height, true); doesn't do anything. When I print stage.getWidth() after resizing, it will return the same number. What's a good way to update the location of the button or Actors in general? Simply clearing the stage and generating the UI again won't work for me, because sometimes when you resize, there are different actors currently displayed. If I missed any information, please let me know.
EDIT 1:
Added table.setFillParent(true); as mentioned in an answer, but that didn't fix it either.
EDIT 2:
After reading the answers and comments, I deleted the stage.getCamera() manipulation, but I'm still not getting the correct result. This is what happens when I resize with just the line of code stage.getViewport().update(width, height, true);:

I think you misunderstand the usage of Viewport.
In your resize method you do:
stage.getViewport().update(width, height, true);
stage.getCamera().viewportWidth = width;
stage.getCamera().viewportHeight = height;
stage.getCamera().position.set(stage.getCamera().viewportWidth / 2, stage.getCamera().viewportHeight / 2, 0);
stage.getCamera().update();
But stage.getViewport().update(width, height, true); already does what you do in the next four lines.
viewport.update(width, height) set the new width and height to the camera and updates the camera. So:
viewport.update(width, height)
is equal to
camera.viewportWidth = width;
camera.viewportHeight = height;
camera.update();
The only difference is that the viewport looks to the aspect ratio depending on which Viewport you use.
And the third parameter: stage.getViewport().update(width, height, true); is a boolean value which says should the camera be centered. So if the third parameter is true the viewport will do:
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
In your resize method you override the work of the viewport because with viewport.update(width, height, true) you already have done all of the resize and you don't need the four other lines.
In the resize method this is enough:
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
You can read this for a better understanding of Viewport: How Camera works in Libgdx and together with Viewport

The Viewport object is a camera frustum manager. When you start modifying the camera's parameters (other than position), you are undoing what you did by calling viewport.update().
If you want the table to automatically fill the screen so stuff in the top right corner stays there after a resize, don't set a width and height on the table. Instead, call table.setFillParent(true) so it will automatically update its size to match the viewport size.

Related

libGDX camera zoom is different on different devices:

I'm making a game on both desktop and android and the same code results in two different screens (cam.zoom is the same in both):
The desired result is the left screen and the code used to render is like so: (the image is 8000x4000 and is a place holder for my map)
public class MainMenuScreen implements Screen {
private final Application application;
private SpriteBatch batch;
private ShapeRenderer sr;
private OrthographicCamera cam;
private Viewport viewport;
private Button startGame;
private Texture background = new Texture(Gdx.files.internal("background.jpg"));
public MainMenuScreen(final Application application) {
this.application = application;
cam = new OrthographicCamera(WIDTH, HEIGHT);
viewport = new FitViewport(WIDTH, HEIGHT, cam);
batch = this.application.batch;
sr = this.application.sr;
startGame = new Button(-50, -25, 100, 50);
startGame.setColour(new Color(0.01f, 0.35f, 0.47f, 1));
startGame.setText("Start game", this.application.font);
startGame.setHasBorder(true);
startGame.setBorderThickness(3);
startGame.setBorderColour(new Color(0.02f, 0.62f, 0.79f, 1));
startGame.setTextColour(new Color(0.02f, 0.62f, 0.79f, 1));
}
public void update() {
Vector2 mousePos = Extras.getMousePos(viewport);
if (startGame.isClickedOn(mousePos)) {
}
}
#Override
public void render(float delta) {
ScreenUtils.clear(0, 0, 0, 1);
batch.setProjectionMatrix(cam.combined);
sr.setProjectionMatrix(cam.combined);
update();
batch.begin();
batch.draw(background, -background.getWidth() / 2, -background.getHeight() / 2);
batch.end();
startGame.render(this.sr, this.batch);
}
How do I make sure all different devices have the same zoom in the camera?
A possible solution I don't know how to implement yet could be setting cam.zoom to a value dependent on the screen size somehow but there has to be a better way for this using libGDX itself.
First, are you trying to make the button size's same on all device's screen resolution? or you want to make camera zooming have same value?
Ok, How the variable WIDTH and HEIGHT was declared?if you have declared both with one spesific size. Its will be not same if you're trying in another resolutions.
EXAMPLE:
//Constant Spesific Value of WIDTH and HEIGHT Size.
public static final int WIDTH = 1280, HEIGHT = 720;
///////////////////////////////////////////////////
//Non-Constant Value of WIDTH and HEIGHT Size.
public static int WIDTH, HEIGHT;
...
//Define Both In Main.class
public MainGameScreen(){
WIDTH = Gdx.graphics.getWidth();
HEIGHT = Gdx.graphics.getHeight();
}
However, LibGDX's screen resolution can be calculated. Some object size in your game must be spesific, when calculating the size between both WIDTH and HEIGHT you need to know, how the size will be same in all device with one spesific calculation.
EXAMPLE:
/* Button (256x72) in Screen Resolution (1280x720)
Button (160x48) in Screen Resolution (800x480) */
startGame = new Button(0,0, WIDTH/5, HEIGHT/10);
//Button (400x100) in All Screen (Constant Value)
startGame = new Button(0,0, 400, 100);
So, i suggest you to make a calculation to sizing some objects in your game. Because its will be different if you trying to make value in constant.
Ok, the next is, OrthographicCamera Which you want to make same value of zoom right? the cam.zoom is a floating value. Its not a constant value, but it was a variable value that can be changed in all time.
You can trying this code, if you want to zoom camera directly on game
if(Gdx.input.isTouched()){
//Zoom Out
cam.zoom += Gdx.graphics.getDeltaTime();
//Zoom In
cam.zoom -= Gdx.graphics.getDeltaTime();
}
Or if you talking about static-zoom, in a spesific value (not directly changed)
cam.zoom = 1f; //for 1 value of Zoom Out
I hope you understand what i means and im sorry if my answers can't be helpful for you, cause im still learning too, all about LibGDX.
#Alf Equilfe was the one who helped me get to it with his answer and here is the actual solution:
Set WIDTH, HEIGHT to a constant value independent of device size (make it so that any device can handle the size, in my case i chose 1024, 512) and make the aspect ratio the scale so it looks same on all devices.

Libgdx background image not fitting

I am developing a game which has 480x800 VIRTUAL screen sizes. Also I render my map using TiledMapRenderer. My problem is fitting background and HUD elements into the screen which has different ratio than 480/800 (Mostly taller devices). Some devices show blank area at the bottom of screen.
//my viewport (WIDTH = 480, HEIGHT = 800)
viewport = new ScalingViewport(Scaling.fillX,MyGdxGame.WIDTH,MyGdxGame.HEIGHT,camera);
#Override
public void resize(int width, int height) {
viewport.update(width, height, true);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
barriers.getRenderer().setProjectionMatrix(viewport.getCamera().combined);
shapeRenderer.setProjectionMatrix(viewport.getCamera().combined);
}
My screen should fit the X, but background image should fit X and Y without changing the aspect ratio. In this case ScalingViewport does not solve my problem, and if I change the viewport, I have to code everything from beginning.
#Override
public void render(float delta) {
update(delta);
SpriteBatch sb = game.batch;
Gdx.gl.glClearColor(46f/255,46f/255,46f/255,1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
sb.setProjectionMatrix(camera.combined);
sb.begin();
//this has to change in somehow
sb.draw(AssetManager.backgroundMenu,0,0,MyGdxGame.WIDTH,MyGdxGame.HEIGHT);
sb.end();
}
Should I use multiple viewport? Or is there any way to fit my background into the screen? By the way I do not want to change my camera if there is a way.
Yes, you should use second viewport for your HUD elements.
I would recommend using ExtendViewport
ExtendViewport viewport = new ExtendViewport(MyGdxGame.WIDTH,MyGdxGame.HEIGHT);
It fills all screen (without black bars) and keeps aspect ratio for all resolutions.

libgdx ios landscape not fullscreen

I have trouble with my app. On iPhone (tested on 5c, 5s, 6) i have two black stripes on both sides (on android all looks well).
How i can dispose of them?
This is my code for drawing
#Override
public void create () {
mWidth = Gdx.graphics.getWidth();
mHeight = Gdx.graphics.getHeight();
mScale = Math.max(mWidth, mHeight) / 20f;
backgroundTexture = new Texture(Gdx.files.internal("backBlue.png"));
ShaderProgram.pedantic = false;
backgroundShader = new ShaderProgram(VERT, FRAG);
if (!backgroundShader.isCompiled()) {
System.err.println(backgroundShader.getLog());
System.exit(0);
}
if (backgroundShader.getLog().length()!=0)
System.out.println(backgroundShader.getLog());
backgroundBatch = new SpriteBatch(5, backgroundShader);
}
#Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
backgroundBatch.begin();
backgroundBatch.draw(backgroundTexture, 0, 0, mWidth, mHeight);
backgroundBatch.end();
...
}
#Override
public void resize (int width, int height) {
mWidth = width;
mHeight = height;
mScale = Math.max(width, height) / 20f;
backgroundShader.begin();
backgroundShader.setUniformf("resolution", width, height);
backgroundShader.end();
}
This is probably happening because the viewport you are using, which is usually set in the constructor or the create method.
What is a viewport?
Basically, a viewport is an object that is created to define the policy of how the game will be drawn on different screens. E.g., say your camera is set to be 480 x 800 (pixels). What happens if your game is running on a screen that has a different ratio, for instance, the iPhone 5 that has a screen of 1,136 × 640 pixels? Should the game be stretched? Should the image be cropped? Or should libgdx add black bars on either side to fit the camera size you are using? This decision is made by the viewport your camera is using.
This is it in a nutshell. It is highly recommended to read more on this on the wiki.
Additionally, a good tutorial on this subject can be found here.

LibGDX - Nothing on screen changes when translating camera

I'm using a GestureListener to try and create a panning menu, but even though the camera's coordinates are being changed and it's being updated, nothing moves. I think it might be because the stage is drawing relative to the camera but I'm not sure how I would change that.
How I'm going about it:
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
...
gesture = new GestureDetector(this);
InputMultiplexer im = new InputMultiplexer();
im.addProcessor(gesture);
im.addProcessor(stage);
Gdx.input.setInputProcessor(im);
} //end initialization of CustomizeScreen
public void render(float delta) {
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 60f)); //0, 18, 31 for layer style
stage.draw();
Table.drawDebug(stage);
batch.setProjectionMatrix(camera.combined);
g.batch.begin();
g.font.setScale(2);
g.font.setColor(Color.WHITE);
g.font.draw(g.batch, "Coins: " + Filer.getCoins(), 15, Gdx.graphics.getHeight() - 15);
g.font.draw(g.batch, message, 0, 150);
g.batch.end();
camera.update();
}
...
#Override
public boolean pan(float x, float y, float deltaX, float deltaY) {
message = "Pan, delta:" + Float.toString(deltaX) +
"," + Float.toString(deltaY);
camera.translate(deltaX, 0, 0);
camera.update();
return false;
}
I've checked for camera coordinates (camera.position.x) in the update method, so I know it's actually changing something. But all my buttons remain the same. They are placed in thirds of the screen width (Gdx.graphics.getWidth() / 3).
Am I missing something, or doing it wrong? I'd think I'm doing it correctly based on everything I'm found on Google.
Thanks :)
The Stage class has different constructors. Some of those constructors take a Viewport, which contains a Camera. If you use a constructor without Viewport, the Stage creates a new Viewport with a new Camera.
In that case it will use the created Viewport (and Camera) for all it's drawing, unless you switch the Viewport by calling setViewport.
As you don't show, how you create the Stage i am not sure if thats the porblem in your case, but if that is the problem, you can solve it by creating a Viewport with your Camera and passing it to the Stage or by changing the Camera of the Viewport (stage.getViewport().setCamera(myCamera)).
Hope it helps.

Moving objects in libgdx

I have a bug object that I want to move across the screen as soon as the game starts. The bug starts from the bottom left of the screen and is supposed to move to the top right and stop. What I have is the bug never really gets to the top right because the game screen(X and Y) size are not equal. How do I make the bug move to that position?
This is what I have.
public void create() {
spriteBatch = new SpriteBatch();
bug = new Sprite(new Texture("EnemyBug.png"));
bug.setSize(50, 85);
bug.setPosition(0,0);
}
public void render() {
xdeg++;
ydeg++;
Gdx.gl.glClearColor(0.7f, 0.7f, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spriteBatch.begin();
bug.translate(xdeg, ydeg);
bug.draw(spriteBatch);
spriteBatch.end();
}
I'll assume that you know your window width (W) and height (H). First find the W / H ratio:
float ratio = screenWidth / screenHeight;
Then update your bug position accordingly:
bug.translate(ratio, 1);
This will make the sprite move through the screen diagonal.

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