Reputation: 4447
I am currently working on a dialog window for my Android game using libgdx. This dialog window contains a collection of labels and buttons, but should also contain an image. The image represents the "remaining health indicator", i.e. an empty indicator with a symbol indicating the health of the player. This indicator has to be filled with a colored rectangle representing the remaining amount of health (see screenshot below).
In order to render this on a dialog of libgdx, I have to draw an image and a colored rectangle (the red rectangle indicating the real amount of remaining health). I know that the dialog supports the rendering of images, but I don't know how to first draw the rectangle.
This is the code I have so far:
public FuelFacilityDialog(GameWorld world, GuiComponent gui) {
super("Health check", gui.defaultSkin);
this.world = world;
this.gui = gui;
setModal(true);
setMovable(false);
setResizable(false);
Image healthIndicator = new Image();
Button button1 = new TextButton("heal", gui.defaultSkin);
Button button4 = new TextButton("Exit", gui.defaultSkin);
healthIndicator.setDrawable(new TextureRegionDrawable(AssetLoader.healthIndicatorV));
healthIndicator.setScaling(Scaling.fit);
setObject(button1, true);
setObject(button4, false);
Table imageTable = new Table();
Table buttonTable = new Table();
imageTable.add(healthIndicator).width(100).height(200);
buttonTable.add(button1).width(100).height(50).expandY();
this.getContentTable().padTop(20);
this.getContentTable().padBottom(20);
this.getContentTable().add(imageTable);
this.getContentTable().add(buttonTable).height(200);
getButtonTable().add(button2);
}
Upvotes: 0
Views: 1058
Reputation: 4447
I have found the answer for my problem. In order to draw an image and a shape, one can use a pixmap. It is possible to first create a pixmap on which you draw a rectangle. Then, you create another pixmap on which you draw the image. Both pixmap then can be combined by drawing one pixmap onto the other.
This is the code I use to build an image containing a rectangle indicating the actual health level and drawing the indicator image on top of it.
private Image getHealthIndicatorImage() {
Image indicatorImage = new Image();
Pixmap healthIndicator = new Pixmap(AssetLoader.healthIndicatorV);
Pixmap healthLevel = new Pixmap(healthIndicator.getWidth(), healthIndicator.getHeight(), Format.RGBA8888);
healthLevel.setColor(Config.InstrumentPanel.healthInstrumentColor1);
healthLevel.fillRectangle(0, 0, 50, 50);
healthLevel.drawPixmap(healthIndicator, 0, 0);
indicatorImage.setDrawable(new TextureRegionDrawable(new TextureRegion(new Texture(healthLevel))));
indicatorImage.setScaling(Scaling.fit);
return indicatorImage;
}
Upvotes: 1