Reputation: 807
My app provides two buttons in a table row. Each image has a width of 300 pixel (source). The app shows all parts of both buttons if I provide an initial window width which is greater than 600. Even resizing the window to a smaller size works smoothly. Both buttons are shown fully and they get scaled down if needed when resizing the window. The buttons are cut off once I provide an initial window size which is smaller than 600 pixel. How can I show the whole buttons on small screens by default?
Screenshots:
My code looks like this:
public class LevelChooserState extends GameState {
private Stage stage;
private Texture bgTexture;
private Pixmap bgPixmap;
private Viewport viewportStage;
private Container<Table> container;
private Table table;
public LevelChooserState(final GameStateController gsc) {
super(gsc);
Gdx.app.log(TAG, "Setup Level Chooser State.");
// Setup Background Color
bgPixmap = new Pixmap(1, 1, Pixmap.Format.RGB565);
bgPixmap.setColor(Color.WHITE);
bgPixmap.fill();
bgTexture = new Texture(bgPixmap);
TextureRegionDrawable textureRegionDrawableBg = new TextureRegionDrawable(new TextureRegion(bgTexture));
// Setup viewports
viewportStage = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
viewportStage.setScreenBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// Setup stage
stage = new Stage(viewportStage);
Gdx.input.setInputProcessor(stage);
// Setup font
int Help_Guides = 12;
int row_height = Gdx.graphics.getWidth() / 12;
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/PatrickHand-Regular.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = 30;
parameter.borderWidth = 1;
parameter.color = Color.BLACK;
BitmapFont myFont = generator.generateFont(parameter);
generator.dispose();
// Setup background pictures
TextureAtlas textureAtlas = new TextureAtlas("atlas/onoff.atlas");
TextureRegion backgroundTR1 = textureAtlas.findRegion("onoff_off");
TextureRegion backgroundTR2 = textureAtlas.findRegion("onoff_on");
// Setup TextButtons
TextureRegionDrawable up1= new TextureRegionDrawable(backgroundTR1);
TextureRegionDrawable down1= new TextureRegionDrawable(backgroundTR2);
TextureRegionDrawable checked1= new TextureRegionDrawable(backgroundTR2);
String text1 = "Deceptive dance in the poultry house.";
ClickListener clickListner1 = new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
Gdx.app.log(Constants.TAG, "Button click received.");
gsc.setState(GameStateController.State.PLAY);
}
};
TextButton textButton1 = createTextButton(myFont, text1, up1, down1, checked1, clickListner1);
// ... created some more buttons at this point
// Setup Layout
container = new Container<Table>();
container.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
container.setBackground(textureRegionDrawableBg);
container.align(Align.bottomLeft);
table = new Table();
table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
table.setTouchable(Touchable.enabled);
table.setDebug(true);
table.debugAll();
table.setBackground(textureRegionDrawableBg);
table.setFillParent(true);
table.align(Align.top);
// TODO take care of scaling too when setting padding
float padding = 10;
table.row();
table.add(textButton1).expandX().pad(padding);
table.add(textButton2).expandX().pad(padding);
table.row();
table.add(textButton3).expandX().pad(padding);
table.add(textButton4).expandX().pad(padding);
table.row();
container.setActor(table);
stage.addActor(container);
}
private TextButton createTextButton(BitmapFont font, String text, TextureRegionDrawable up, TextureRegionDrawable down, TextureRegionDrawable checked, ClickListener clickListener) {
Label.LabelStyle labelStyle = new Label.LabelStyle();
labelStyle.font = font;
Label label = new Label(text,labelStyle);
label.setWrap(true);
TextButton.TextButtonStyle style = new TextButton.TextButtonStyle();
style.up = up;
style.down = down;
style.checked = checked;
style.font = font;
TextButton button = new TextButton(label.toString(), style);
//button.setSize(50,100);
button.setLabel(label);
button.getLabelCell().pad(20f);
button.getLabel().setAlignment(Align.topLeft);
button.setPosition(0,0);
button.addListener(clickListener);
return button;
}
@Override
public void update(float delta) {
}
@Override
public void render() {
Gdx.gl.glClearColor(1f,1f,1f,1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
stage.getViewport().apply();
stage.draw();
stage.act();
batch.end();
}
@Override
public void dispose() {
Gdx.app.log(TAG, "dispose(); Level Chooser");
stage.dispose();
bgPixmap.dispose();
bgTexture.dispose();
}
@Override
public void resize(int w, int h) {
Gdx.app.log(TAG, "resize() LevelChooserState;");
stage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
container.setFillParent(true); // makes sure the container will expand on resize
}
}
Upvotes: 0
Views: 710
Reputation: 807
It works smoothly once I calculate and set the desired button manually. Width and height are calculated depending on screen size.
I changed this:
table.add(textButton1).expandX().pad(padding);
to this:
float buttonWidth = Gdx.graphics.getWidth()/2 * 0.9f;
float buttonHeight = buttonWidth * 1.3f;
table.add(textButton1).width(buttonWidth).height(buttonHeight).expandX().pad(padding);
Upvotes: 0
Reputation: 146
LibGDX uses real-pixel-to-screen-pixel mapping.
You're using an ExtendViewport to initialize the game, which takes its minimum height and width from the actual window size in Gdx.graphics.getWidth(), Gdx.graphics.getHeight()
.
This means that the 'fake screen' you have, which you can then resize as much as you want, is actually determined by the size of the window.
I would advise you start with a fixed size for the ExtendViewport - say, 600 width, 400 height - and later you can change this to suit different sizes if necessary.
ExtendViewport with fixed sizes works fantastically well, even when displaying on extremely large screens.
Upvotes: 1