Reputation: 102
I'm making an RTS game and I want to have a similar UI to Ages of Empires with the UI at the bottom. I have difficulties setting the background of the Table that holds the specific elements.
I tried a lot of things, like:
but nothing seems to work. I think the problem is that I try to apply the background color to the back-most table that holds other tables. I can set color for the front tables, but not for the main, back one.
Here is where I draw the UI:
skin = new Skin(Gdx.files.internal("core/assets/skinComposerExport/uiskin.json"));
stage = new Stage(new ScreenViewport());
mainTable = new Table(skin);
unitInfoTable = new Table(skin);
unitSpecTable = new Table(skin);
className = new Label("Placeholder scnm", skin);
...
abilityCD = new Label("Placeholder acdn", skin);
mainTable.setPosition(Gdx.graphics.getWidth() / 2.0f, 0);
mainTable.center().bottom();
mainTable.setBackground("UI_background");
addLabelsToTable(unitInfoTable, className, hitPoints, mana, dmg, range);
addLabelsToTable(unitSpecTable, abilityName, abilityMana, abilityDmg, abilityRange, abilityCD);
mainTable.add(unitInfoTable).padRight(20);
mainTable.add(unitSpecTable);
stage.addActor(mainTable);
I want the whole bottom of the screen to be white (about 200px tall and fill the whole x axis) and draw elements on it, but I can not set the background color.
Upvotes: 2
Views: 1355
Reputation: 196
You can give your table a size so your stage knows how to render it correctly. (Or use setFillParent(true) on your outer table). Typically, I create a root
table that is the stage's size, then I add additional scene2d elements to that root
table, aligning as needed.
Here is a simple example using ShadeUI
@Override
public void create() {
stage = new Stage(new ScreenViewport());
batch = new SpriteBatch();
skin = new Skin(Gdx.files.internal("shadeui/uiskin.json"));
// create a root table, sized to our stage, and add it to the stage
Table root = new Table();
root.setBackground(skin.getDrawable("dialogRed"));
root.setSize(stage.getWidth(), stage.getHeight());
stage.addActor(root);
// now create our menu, bottom-aligned, filled to width, and add it to root
Table menu = new Table();
menu.setBackground(skin.getDrawable("dialogDim"));
root.add(menu).expand().bottom().fillX().height(50);
// add additional labels to the menu
menu.defaults().expandX().center().uniformX().uniformX();
menu.add(new Label("HP", skin));
menu.add(new Label("MP", skin));
menu.add(new Label("My Name", skin));
menu.add(new Label("My Class", skin));
}
@Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
stage.draw();
batch.end();
}
And here is how it looks when I run it:
Upvotes: 3