In my code I'm using the following code to load the .tmx map. I also use IsometricTiledMapRenderer.
I would like to add a unit upon touch event on tile.
assetManager.setLoader(TiledMap.class, new TmxMapLoader(new InternalFileHandleResolver()));
assetManager.load("maps/grass_and_water.tmx", TiledMap.class);
assetManager.finishLoading();
map = assetManager.get("maps/grass_and_water.tmx");
renderer = new IsometricTiledMapRenderer(map, 1f / 64f);
Gdx.input.setInputProcessor(new GestureDetector(new MapGestureListener(camera, jetFlyingSprite, map)));`
In the touchDown I'm trying to add TextureMapObject on click.
#Override
public boolean touchDown(float x, float y, int pointer, int button) {
Gdx.app.log(TAG, "touchDown gesture");
flinging = false;
scale = camera.zoom;
//return false;
Vector3 clickCoordinates = new Vector3(x,y,0);
Vector3 position = camera.unproject(clickCoordinates);
Texture texture = new Texture("jet_flying.png");
TextureRegion textureRegion = new TextureRegion(texture,400,400);
MapLayer mapLayer = map.getLayers().get("objects");
mapLayer.setVisible(true);
TextureMapObject textureMapObject = new TextureMapObject(textureRegion);
textureMapObject.setName("plane");
textureMapObject.setX((float)position.x);
textureMapObject.setY((float)position.y);
mapLayer.getObjects().add(textureMapObject);
textureMapObject.setX((float)position.x);
textureMapObject.setY((float)position.y);
return true;
}
When running nothing happens when I click.
Any clues/?
I am guessing your "objects" layer is a Object layer, the implementation of that is left blank in BatchTiledMapRenderer which IsometricTiledMapRenderer inherits from. This means object layers are rendered.
BatchTiledMapRenderer renderMapLayer method which calls renderObject which looks like this:
#Override
public void renderObject (MapObject object) {
}
You could subclass IsometricTiledMapRenderer and implement renderObject yourself.
Related
My app have 1,5 thousand markers, showed throught marker clustering.
Actually it works fine with default markers, but i want do use vector bitmap and render markers with text (price of gas station), like this:
Before finishing rendering markers, occurs this exception: "Could not allocate dup blob fd."
I think it's some kind of memory overflow, but I do not know how to solve it.
Does anyone have any idea how to solve this problem or have another suggestion of how to manage so many markers?
Note: I am already using marker clustering.
Note: This problem occurs only on some Motorola and LG devices. In most devices works fine.
Some code:
public class OwnRendring extends DefaultClusterRenderer<MyItem> {
public OwnRendring(Context context, GoogleMap map, ClusterManager<MyItem> clusterManager) {
super(context, map, clusterManager);
}
protected void onBeforeClusterItemRendered(MyItem item, MarkerOptions markerOptions) {
markerOptions.snippet(item.getSnippet());
markerOptions.title(item.getTitle());
markerOptions.anchor(0.33f, 1f);
markerOptions.infoWindowAnchor(0.33f,0f);
int cor;
if (item.getPublico()) {
cor=cfgCorPostoPublico;
} else {
cor=cfgCorPostoPrivado;
}
String preço = item.getTitle().substring(item.getTitle().length() - 5);
if (Objects.equals(preço, "0,000")) { preço=""; }
Bitmap bitmap = createStoreMarker(preço, cor);
markerOptions.icon(BitmapDescriptorFactory.fromBitmap(bitmap));
super.onBeforeClusterItemRendered(item, markerOptions);
}
protected boolean shouldRenderAsCluster(Cluster cluster) {
// if markers < cfgClusterMin then not clustering
return cfgCluster && cluster.getSize() >= cfgClusterMin;
}
}
private Bitmap createStoreMarker(String text, int color) {
View markerLayout = getLayoutInflater().inflate(R.layout.custom_marker, null);
ImageView markerImage = (ImageView) markerLayout.findViewById(R.id.marker_image);
TextView markerRating = (TextView) markerLayout.findViewById(R.id.marker_text);
markerImage.setImageResource(R.drawable.pin_shadow);
markerImage.clearColorFilter();
markerImage.getDrawable().mutate().setColorFilter(color, PorterDuff.Mode.MULTIPLY );
markerRating.setText(text);
markerLayout.measure(View.MeasureSpec.makeMeasureSpec(0, View.MeasureSpec.UNSPECIFIED), View.MeasureSpec.makeMeasureSpec(0, View.MeasureSpec.UNSPECIFIED));
markerLayout.layout(0, 0, markerLayout.getMeasuredWidth(), markerLayout.getMeasuredHeight());
final Bitmap bitmap = Bitmap.createBitmap(markerLayout.getMeasuredWidth(), markerLayout.getMeasuredHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
markerLayout.draw(canvas);
return bitmap;
}
I am trying to create a transparent JFXPanel over a swing based UI. The problem is events are not forwarded through the "transparent" sections the way they are for normal swing components. I included a simple example below. Note that there are 3 layers, swing, swing, then the jfxpanel. If you comment out the
addItemToLayeredPanel(panel, createFXOverlay(), 7);
you can click both buttons even though they have jpanel layered above the bottom one. (Just demonstrating the effect works in swing only doesn't work with JFXPanel)
public class Main {
public static void main(String[] args) {
JFrame frame = new JFrame();
JLayeredPane panel = new JLayeredPane();
JButton button = new JButton("Push me");
JPanel overlay = createOverlay();
addItemToLayeredPanel(panel, button, 5);
addItemToLayeredPanel(panel, overlay, 6);
addItemToLayeredPanel(panel, createFXOverlay(), 7);
frame.getContentPane().add(panel);
frame.setSize(500, 500);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
private static JPanel createOverlay() {
JPanel panel = new JPanel();
panel.add(new JButton("on top"));
panel.setOpaque(false);
return panel;
}
private static JFXPanel createFXOverlay() {
JFXPanel panel = new JFXPanel();
BorderPane root = new BorderPane();
root.setStyle("-fx-background-color:transparent;");
root.setCenter(new Button("root"));
Scene scene = new Scene(root);
scene.setFill(javafx.scene.paint.Color.TRANSPARENT);
panel.setScene(scene);
panel.setOpaque(false);
return panel;
}
private static void addItemToLayeredPanel(JLayeredPane panel, JComponent item, int layer) {
item.setBounds(0,0,500,500);
panel.add(item);
panel.setLayer(item, layer);
}
}
Ideas? I tried a couple of ways of forwarding the events (generically) to jcomponents underneath, but I was unable to get it to work. I did find a couple of similar questions, but no solutions here and here
When Swings tries to see if a mouse event goes thru, it uses the JComponent method
public boolean contains(int x, int y) {
return (ui != null) ? ui.contains(this, x, y) : super.contains(x, y);
}
The problem is that JFXPanel, unlike other Swing components, does not define a ui ComponentUI. Therefore, the check falls back to the super.contains(x,y), which returns true if a mouse event happens within the bounds of the object.
The solution is to use a class that extends JFXPanel and overrides the contains method:
public class MyJFXPanel extends JFXPanel{
#Override
public boolean contains(int x, int y) { return false; }
}
Where false can be replaced by a more sophisticated statement, such as a pixel transparency condition.
The mouse events will then be automatically forwarded to the element underneat the MyJFXPanel.
public class gameMain implements Screen {
final main game;
SpriteBatch batch;
Texture img;
private Texture alexTexture;
private Rectangle alex;
private Texture cTex;
private Texture dropper;
private Texture ender;
private Texture partsImg;
private Texture toy;
private OrthographicCamera camera;
private Array<Rectangle> part; // ******
private long lastDropTime;
private int beltSpeed = 100; // ******
//Score Keeper
private int score;
private String scoreName;
//basically a create method
public gameMain(final main gam){
this.game = gam;
// load images into memory
dropper = new Texture("android/assets/dropper.png");
ender = new Texture("android/assets/endOfBelt.png");
partsImg = new Texture("android/assets/unmadeToyParts.png");
toy = new Texture("android/assets/toymade.png");
cTex = new Texture("android/assets/conveyerBeltBackground.png");
alexTexture = new Texture(Gdx.files.internal("android/assets/alexAlpha2.png"));
// set the game window resolution
camera = new OrthographicCamera();
camera.setToOrtho(false, 1080,720);
// Alex's position / hitbox
alex = new Rectangle();
alex.x = 250;
alex.y = 150;
alex.width = 126;
alex.height = 75;
// part stuff
part = new Array<Rectangle>();
spawnPart();
// score handler
score = 0;
scoreName = "Toys Made: ";
}
private void spawnPart(){ // *******
Rectangle parts = new Rectangle();
parts.x = 0;
parts.y = 210;
parts.width = 52;
parts.height = 60;
part.add(parts);
lastDropTime = TimeUtils.nanoTime();
} //********
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
// load alex sprite
game.batch.setProjectionMatrix(camera.combined);
// begin drawing to screen
game.batch.begin();
batch.draw(cTex, -5, 200); // draw conveyer background
batch.draw(dropper, 0, 210); // draw the dropper
batch.draw(ender, 600, 200); // draw the ender
game.batch.draw(alexTexture, alex.x, alex.y); // draw alex
for(Rectangle parts: part){
game.batch.draw(partsImg, parts.x, parts.y); // draw part
}
game.font.draw(game.batch, scoreName, 25, 100); // draw scoreboard
game.batch.end(); // end drawing to screen
//******************************************************************************
//HERE IS WHERE I AM TRYING TO PUT IT
part.x += beltspeed;
if (part.rectangle overlaps ender.rectangle){
despawn part;
}
//******************************************************************************
}
#Override
public void show() {
}
#Override
public void hide() {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void resize(int width, int height) {
}
#Override
public void dispose() {
}
}
Hello I am very new to LibGDX, and after doing some research I decided to make a game where you are a factory worker named Alex and you build toys. I will gladly take any feedback you have to make my code more orginized or work better. I highlighted everything I believe to be relevant to my question with some asterisks.
But my question is: How do you make a 'rectangle' such as my 'part' move on its own. I added a beltspeed and a spawn zone, and once the hitbox for it goes over the 'ender' hitbox I would like to despawn it.
Also I haven't gotten this far yet, but when the 'part' hitbox passes over 'Alex' hitbox I would like a little minigame to appear where you have to press up, down, left, right (randomly) to build the toy. If you have any suggestions on how I should handle that, I would be very appreciative.
"C:\Program Files\Java\jdk1.7.0_79\jre\bin\java" -Didea.launcher.port=7532 "-Didea.launcher.bin.path=C:\Program Files (x86)\JetBrains\IntelliJ IDEA Community Edition 2016.1.1\bin" -Dfile.encoding=UTF-8 -classpath "C:\Program Files\Java\jdk1.7.0_79\jre\lib\charsets.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\deploy.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\access-bridge-64.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\dnsns.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\jaccess.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\localedata.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\sunec.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\sunjce_provider.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\sunmscapi.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\zipfs.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\javaws.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\jce.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\jfr.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\jfxrt.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\jsse.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\management-agent.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\plugin.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\resources.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\rt.jar;C:\Users\RAFiredog\Desktop\Intellij\AlexTheTemp\out\production\desktop;C:\Users\RAFiredog\Desktop\Intellij\AlexTheTemp\out\production\core;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx\1.9.2\e641cb91bec06bc64d9ddf7a7d7062caceec73cd\gdx-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-box2d\1.9.2\b78eaa90aaaf7830e6dffff587ea6e859c2787b2\gdx-box2d-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-freetype\1.9.2\3609253d14edb1b3ca5aacff4e06989edde75be4\gdx-freetype-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-backend-lwjgl\1.9.2\d710a8704ed584ec2ba9ca52e3a6a5885dd759cc\gdx-backend-lwjgl-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-platform\1.9.2\dde4cf7e9ce61c24042f512203aed87657496639\gdx-platform-1.9.2-natives-desktop.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-box2d-platform\1.9.2\497cbfbf81e7e8b1e8433b19291c5af4bbc2ec66\gdx-box2d-platform-1.9.2-natives-desktop.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-tools\1.9.2\37d8e3009ae0febdf93717b21980c67c8cadac07\gdx-tools-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-freetype-platform\1.9.2\1e1afb0b6c9e8aeb7d495cb8f55c353d3da58cf0\gdx-freetype-platform-1.9.2-natives-desktop.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl\2.9.2\a9d80fe5935c7a9149f6584d9777cfd471f65489\lwjgl-2.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl_util\2.9.2\4b9e37300a87799856e0bd15ed81663cdb6b0947\lwjgl_util-2.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.jlayer\jlayer\1.0.1-gdx\7cca83cec5c1b2f011362f4d85aabd71a73b049d\jlayer-1.0.1-gdx.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.jcraft\jorbis\0.0.17\8872d22b293e8f5d7d56ff92be966e6dc28ebdc6\jorbis-0.0.17.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-backend-headless\1.9.2\813e6020de85cd831f02cb5e9060fd7ea8cb208e\gdx-backend-headless-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl-platform\2.9.2\510c7d317f5e9e700b9cfaac5fd38bdebf0702e0\lwjgl-platform-2.9.2-natives-windows.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl-platform\2.9.2\d276cdf61fe2b516c7b7f4aa1b8dea91dbdc8d56\lwjgl-platform-2.9.2-natives-linux.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl-platform\2.9.2\d55b46b40b40249d627a83a7f7f22649709d70c3\lwjgl-platform-2.9.2-natives-osx.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jinput\jinput\2.0.5\39c7796b469a600f72380316f6b1f11db6c2c7c4\jinput-2.0.5.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jutils\jutils\1.0.0\e12fe1fda814bd348c1579329c86943d2cd3c6a6\jutils-1.0.0.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jinput\jinput-platform\2.0.5\7ff832a6eb9ab6a767f1ade2b548092d0fa64795\jinput-platform-2.0.5-natives-linux.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jinput\jinput-platform\2.0.5\385ee093e01f587f30ee1c8a2ee7d408fd732e16\jinput-platform-2.0.5-natives-windows.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jinput\jinput-platform\2.0.5\53f9c919f34d2ca9de8c51fc4e1e8282029a9232\jinput-platform-2.0.5-natives-osx.jar;C:\Program Files (x86)\JetBrains\IntelliJ IDEA Community Edition 2016.1.1\lib\idea_rt.jar" com.intellij.rt.execution.application.AppMain com.rafiredog.game.desktop.DesktopLauncher
Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.rafiredog.game.gameMain.render(gameMain.java:97)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.rafiredog.game.main.render(main.java:45)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)
Process finished with exit code 0
Lastly, I am now getting this error. I moved some code around near the 'batch.draw'. However that might not be the cause of the error? I am a little lost right now. But I will gladly screenshot what I have of the game now once the errors are resolved.
Thank you for any insight you have on fixing up this game.
You need to do game updates and then rendering on each cycle of the game loop. The game update part of your code can iterate through your objects to do stuff to them.
For example, your render method would look like this. You need to explicitly use an Iterator for your for loop because you otherwise could not remove items from the list while iterating.
#Override
public void render(float delta) {
//Update game
Iterator<Rectangle> iterator = parts.iterator();
while (iterator.hasNext()){
Rectangle part = iterator.next();
part.x += beltSpeed * delta; //distance = speed * time
if (part.rectangle.overlaps(ender.rectangle)){
iterator.remove(); //removes rectangle from the list
}
}
//This is also where you would update movement for anything else,
//such as a character jumping, or counting down a timer and spawning
//something when it reaches zero, for example.
//Draw everything
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
//...
game.batch.end();
}
If you spawn and "despawn" a lot of objects, you will probably need to use pooling to avoid stutters from memory deallocation. You can do this by replacing new Rectangle() with Pools.obtain(Rectangle.class) and adding the line Pools.free(part) right after iterator.remove().
I also noticed you have counter-intuitive usage of the words "part" and "parts" by swapping plural and singular. Make sure that doesn't trip you up.
As for your NullPointerException, read here.
Piggy backing onto Tenfour04's answer and attempting to answer your question in the comments. I'd suggest looking at this link: https://github.com/libgdx/libgdx/wiki/The-life-cycle
The title seems a little bit confusing, but I'll explain everything.
I'm developing a project where I show the image captured by a webcam in a JPanel, Java Swing. Now I have to integrate this with JavaFx.
I have a controller where I have the method startRecording, that would initialize the cameraThread and tell the class Camera to startRecording, inside Camera class a have a method DrawFrame(BufferedImage, JPanel panel) where I call the function drawImage from OpenCV to draw in the Panel:
Controller:
public void startRecording(){
cameraInstance.setCameraRGBPanel(windowsInstance.getCameraRGBPanel());
cameraInstance.setCameraHSVPanel(windowsInstance.getCameraHSVPanel());
cameraInstance.setCameraThresholdPanel(windowsInstance.getCameraThresholdPanel());
cameraInstance.setRecord(true);
cameraThread = new Thread(cameraInstance);
cameraThread.start();
}
Class camera:
private void drawFrame(BufferedImage buff, JPanel pane){
pane.getGraphics().drawImage(buff, 0, 0, null);
}
To start with, JavaFX has no JPanel and the Pane (an option) has no getGraphics, I've tried to use a SwingNode, add the JPanel and then do everything as usual, but the image simply won't be shown.
The following code was a test, that's why it seems to be so 'bad'.
public void start(Stage stage) throws Exception {
stage.setTitle("Tela Teste");
pCamera = new Pane();
SwingNode swing = new SwingNode();
pCamera.getChildren().add(swing);
createAndSetSeingContent(swing);
Group root = new Group();
root.getChildren().add(pCamera);
stage.setScene(new Scene(root , 500, 500));
stage.setResizable(true);
stage.show();
}
private void createAndSetSeingContent(SwingNode swing) {
ControllerCamera control = new ControllerCamera();
System.loadLibrary(Core.NATIVE_LIBRARY_NAME);
JPanel panel = new JPanel();
JLabel label = new JLabel("Abc");
//panel.add(label);
swing.setContent(panel);
Button teste = new Button("A");
pCamera.getChildren().add(teste);
teste.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
control.startRecording(panel);
System.out.println("abc");
}
});
}
I changed to method startRecording to something like:
public void startRecording(JPanel panel){
cameraInstance.setCameraRGBPanel(panel);
cameraInstance.setRecord(true);
cameraThread = new Thread(cameraInstance);
cameraThread.start();
}
Still nothing appears in the panel, but if I add a label or button, then it appear and works as intended to. The "abc" is always shown in the console.
I think that's all the code related to the problem. Something else I want to say is that yesterday was the first day I was dealing with FX, let's say the project is divided, the other guy is also working on the problem, but we haven't gotten anywhere so far, that's why I decided to ask you here.
Edit 1: everything was working perfectly before all this situation (everything works with Swing, but not in FX).
The simplest way to display an Image in JavaFX is with an ImageView. You can create a single ImageView and update its image by calling setImage(...), passing in a javafx.scene.image.Image. I don't know the camera API you are working with: you might be able to generate a JavaFX image directly, in which case your draw frame method looks as simple as:
private void drawFrame(Image image, ImageView imageView) {
imageView.setImage(image);
}
If you can only generate BufferedImages, you can do
private void drawFrame(BufferedImage buff, ImageView imageView) {
imageView.setImage(SwingFXUtils.toFXImage(buff, null));
}
In either case, you can just create the ImageView, put it in a Pane subclass of some kind, put the Pane in a scene and display it in the Stage:
public void start(Stage stage) throws Exception {
stage.setTitle("Tela Teste");
pCamera = new Pane();
ImageView imageView = new ImageView();
pCamera.getChildren().add(imageView);
Group root = new Group();
root.getChildren().add(pCamera);
stage.setScene(new Scene(root , 500, 500));
stage.setResizable(true);
stage.show();
}
Then just pass the imageView to your drawFrame method as needed.
I am using Marker clusters in my application. I want to increase the grid size. I have customize the DefaultClusterRenderer class, but I didn't find any thing in it to increase the size.Please help me out how to increase it.
following is the code of customized clusterRenderer
public class MyClusterRenderer extends DefaultClusterRenderer<MyItem> {
public MyClusterRenderer(Context context, GoogleMap map, ClusterManager clusterManager) {
super(context, map, clusterManager);
}
#Override
protected boolean shouldRenderAsCluster(Cluster<MyItem> cluster) {
//start clustering if at least 2 items overlap
return cluster.getSize() > 4;
}
#Override
protected void onBeforeClusterItemRendered(MyItem item,MarkerOptions markerOptions){
if(item.isRegister()==true)
{
BitmapDescriptor markerDescriptor = BitmapDescriptorFactory.defaultMarker(340);
markerOptions.icon(markerDescriptor);
//markerOptions.icon(BitmapDescriptorFactory.fromResource(R.drawable.x));
}
else if(item.isRegister()==false)
{
BitmapDescriptor markerDescriptor = BitmapDescriptorFactory.defaultMarker(60);
markerOptions.icon(markerDescriptor).title("false");
}
}
}
A simple solution is use the NonHierarchicalDistanceBasedAlgorithm. Create a new calss and extends it with NonHierarchicalDistanceBasedAlgorithm, then override the method getClusters(double zoom). In this method you will be able to set the grid size, by changing the value of zoomSpecificSpan, In my i change the first value to 200.0D, and it works for me.
public Set<? extends Cluster<T>> getClusters(double zoom) {
int discreteZoom = (int)zoom;
double zoomSpecificSpan = 200.0D / Math.pow(2.0D, (double)discreteZoom) / 256.0D;
HashSet visitedCandidates = new HashSet();
HashSet results = new HashSet();
HashMap distanceToCluster = new HashMap();
HashMap itemToCluster = new HashMap();
PointQuadTree var10 = this.mQuadTree;