So I have a custom class called RoundRectText that draws text inside a RoundRect created from Path.addRoundRect(). What I'd like to do is prevent the posibility of this happening:
I want to prevent the text from running outside the rectangle. Is there any way I can cut off the drawing at a certain point?
The best solution I have come up with is looping through the String and using Paint.measureText() to stop drawing the rest of the String if it surpasses the width but I'd like to know if there is another/better way to do this.
I have also tried using Canvas.clipRect() but this gets rid of other things that I draw and still draws the text going out of the bounds
Related
I want to draw Strings in my Libgdx game but i cant use BitMap Fonts because the scale of my game is to smal to use them.
It sounds like you mean the scale of your viewport is too small to show fonts correctly. There are two solutions. The first is better for legibility while the second is quick and dirty.
One is to use a second viewport for the UI that has an appropriate scale for text. You would first call gameViewport.apply(), draw the game, and end the batch. Then use uiViewport.apply() and then draw the UI. The downside with this method would be if you want to draw text that aligns with moving objects in the game, you would have to use the two viewports to convert coordinates. Otherwise, this is the ideal method to get a crisp looking UI. Ideally you would use a ScreenViewport and select a font size at runtime based on the screen dimensions, either by shipping your game with multiple versions of the font at different scales, or by using FreeTypeFontGenerator.
The second method is to scale down all your text. First call bitmapFont.setUseIntegerPositions(false) do it won't round off positions to integers. Then call bitmapFont.setScale() with however much you want to shrink it to fit in your game viewport.
There is a gdx-freetype project:
https://www.badlogicgames.com/wordpress/?p=2300
and it uses TrueType fonts as source to generate bitmap font on the fly.
Not sure how stable this is - didn't use it.
I'm currently making a Minecraft mod, and I need to render text so that it aligns with the right side of the screen. I know the way to do this in CSS is by setting the right property to 0, or however many pixels you need the text off the right side of the screen.
However, I can't seem to find anything relating to this in Java. Minecraft comes with some default functions you can use to render text. I am using mc.fontRendererObj.drawString(<text>, <x>, <y>, <color>) to draw text. You can also use the variable GlStateManager to modify the text using it's variables and functions.
I'm fairly certain that with these I can achieve what I'm trying to do, but I can't find a way to do it. Does anyone know how I can do this?
Using the drawString method, you need to calculate <x> and <y> such that the end of the text aligns with the right side of the area in which you are drawing the text. So you need to obtain the width of that area as well as the width of the text you are writing. Then you can calculate <x>. Of-course the <y> does not affect right-alignment. In pure java there are methods for obtaining the width and for the length of the text, both in pixels.
I am making a game similar to Risk and struggling to find a way to implement the interaction with countries.
The basic idea is to create custom objects that are not rectangular and be able to change their colour by clicking them, highlight them with mouseover, or as the game progresses.
How would I go about having highlight-able countries that can be selected? The problem with sprites is their bounding boxes are rectangular, and if I define Box2D vertices and make polygons it gets really messy. Also, there are a lot of countries so a lot of the platformer style solutions don't fit.
How should I also change the colours of what is selected? Would it be best to have an individual sprite for every country and keep switching between them or is there a better way?
One way is to use polygons like you tried but I wonder why and what you mean it got messy. There are tools out there that let you draw vertices over a image and let you export that. You probably need to clean up the data a bit and import it into your app. It's also not very hard to make such an app yourself, have it import your image and start drawing and export to your favorite format. The more detailed you draw your polygons the more detail you get in your.
Perhaps an easier solution would be to use the opacity of each image of a country. Each country gets it's own image and you need to overlap the bounding rectangles to line them all up. When your mouse is hovering over one or more of these bounding boxes you check if the mouse is over a transparent pixel. If it is transparent you are obviously not hovering over the actual country. Some things to consider:
I would create the game in a pixel perfect manner so each pixel of your images is translated to a single pixel of the screen your outputting to.
To align your whole map I would create one big world map in your drawing application. Then save each country but remain the canvas size of the complete map. When packing these images with the LibGDX TexturePacker remove the whitespace (transparent pixels) and you will get an offset in your atlas. You can use this offset for each country to line them up and save precious texture space by removing all that whitespace.
Always check for a simple collision first before diving in deeper.
If you want to have "hover" functionality then don't do pixmap = texture.getTextureData().consumePixmap() each update since it's rather expensive. You might be better off creating your own 2D boolean array that represents the clickable area when you initialize the country object.
I have been trying to "cut" an image for some time now, I ll explain why and what I tried.
So I wanted to create an hp "bar" except it's not a bar but a heart and so I though it would be easy all I had to do is have two pictures draw them on top of each other and then just cut one to make it appear as in hp was being lost, but I was not able to find a way to cut the image.
Setting the height just resizes the image as you might have guessed
I tried using textureRegion to kind of hack it but it didn't go so well
I found a method called clip begin which also uses scissors but for some reason that just doesn't seem to be working.
I might be using the clip begin wrong but I can't really find any real documentation on it, all I'm doing is:
image.clipBegin(x,y,height,weight);
image.clipEnd();
I almost forgot, I'm using a scene2d Image, might be a better way to go around it but not sure what that would be.
I would appreciate any ideas on how to do this, thank you.
You want to use the OpenGL Scissor support that Libgdx exposes. See the Libgdx Clipping wiki
and the Libgdx ScissorStack documentation.
The API isn't particularly friendly (its designed to support dynamically pushing multiple constraining rectangles, which as far as I've seen, isn't used very often).
The important point to remember with the scissor stack is that it only applies to actual draw commands that get issued. Since most APIs try to batch up draw commands, this means actual drawing might not happen when it looks like it should happen. To ensure clipping is happening you must flush any buffered draws before pushing the scissor (otherwise the wrong thing might get clipped) and you must flush any draw calls before popping the scissor (otherwise things you want clipped might avoid the scissors).
See libgdx ScissorStack not working as expected or libGDX - How to clip or How to draw on just a portion of the screen with SpriteBatch in libgdx? or Making a Group hide Actors outside of its bounds.
I'm working on a painting application using the LibGDX framework, and I am using their FrameBuffer class to merge what the user draws onto a solid texture, which is what they see as their drawing. That aspect is working just fine, however, the area the user can draw on isn't always going to be the same size, and I am having trouble getting it to display properly on resolutions other than that of the entire window.
I have tested this very extensively, and what seems to be happening is the FrameBuffer is creating the texture at the same resolution as the window itself, and then simply stretching or shrinking it to fit the actual area it is meant to be in, which is a very unpleasant effect for any drawing larger or smaller than the window.
I have verified, at every single step of my process, that I am never doing any of this stretching myself, and that everything is being drawn how and where it should, with the right dimensions and locations. I've also looked into the FrameBuffer class itself to try and find the answer, but strangely found nothing in there either, but, given all of the testing I've done, it seems to be the only possible place for this issue to be created somehow.
I am simply completely out of ideas, having spent a considerable amount of time trying to troubleshoot this problem.
Thank you so much Synthetik for finding the core issue. Here is the proper way to fix this situation that you elude to. (I think!)
The way to make frame buffer produce a correct ratio and scale texture regardless of actual device window size is to set the projection matrix to the size required like so :
SpriteBatch batch = new SpriteBatch();
Matrix4 matrix = new Matrix4();
matrix.setToOrtho2D(0, 0, 480,800); // here is the actual size you want
batch.setProjectionMatrix(matrix);
I believe I've solved my problem, and I will give a very brief overview of what the problem is.
Basically, the cause of this issue lies within the SpriteBatch class. Specifically, assuming I am not using an outdated version of the class, the problem lies on line 181, where the projection matrix is set. The line :
projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
This is causing everything that is drawn to, essentially, be drawn at the scale of the window/screen and then stretched to fit where it needs to afterwards. I am not sure if there is a more "proper" way to handle this, but I simply created another method within the SpriteBatch class that allows me to call this method again with my own dimensions, and call that when necessary. Note that it isn't required on every draw or anything like that, only once, or any time the dimensions may change.