LibGDX Label scaling on Stage - libgdx

I'm trying to show a label on the Stage with virtual 16:9 size:
public class MyGdxGame extends ApplicationAdapter {
private Stage stage;
#Override
public void create () {
stage = new Stage(new FillViewport(16, 9));
Label label = new Label("What's wrong with labels?",
new Label.LabelStyle(new BitmapFont(), Color.WHITE));
label.setBounds(0, 0, 16, 9);
stage.addActor(label);
Gdx.input.setInputProcessor(stage);
}
#Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
#Override
public void dispose () {
stage.dispose();
}
}
The font looks huge and can't fit screen bounds:
Then I try to set font scale and word wrapping:
stage = new Stage(new FillViewport(16, 9));
Label label = new Label("What's wrong with labels?",
new Label.LabelStyle(new BitmapFont(), Color.WHITE));
label.setBounds(0, 0, 16, 9);
label.setFontScale(0.1f);
label.setWrap(true);
stage.addActor(label);
And getting messed completely:
Tried settings viewport size in pixels, like 1080:1920. In this case label is shown small, as expected. But I'd like to have my world size (16:9) work with labels. Can you suggest me how to scale down the font properly?

Related

Couldn't load tmx

I'm using libgdx in my 2D platformer game project for college task. For now I'm confused with loading tiledmap in libgdx. I have a big tmx map with size of 11400x1500 pixels and 30x30 tile size. Also an image with same pixel size which I load it in image layer. I try to load it but libgdx shows nothing.
My question is how to load single big tmx map or should I divide the map into several segment/section? Because I've tried other small tmx (3000x1500). If the tmx is divided then how to load them as one stage?
public class Layarloh implements Screen{
private JumatUtama game;
private TiledMap map;
private TmxMapLoader mapLoader;
private OrthographicCamera kamera;
private OrthogonalTiledMapRenderer mapRenderer;
private Viewport viewport;
public Layarloh(JumatUtama utama) {
float l=Gdx.graphics.getWidth(),t=Gdx.graphics.getHeight();
this.game = utama;
loadstage();
kamera = new OrthographicCamera();
kamera.setToOrtho(false,l,t);
kamera.update();
viewport = new FitViewport(l/3,t/3,kamera);
}
public void loadstage(){
mapLoader = new TmxMapLoader();
map = mapLoader.load("stage/s11.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map);
}
public void stik(float dt){
if (Gdx.input.isKeyPressed(Input.Keys.ANY_KEY))
kamera.position.x +=100*dt;
}
#Override
public void render(float delta) {
stik(delta);
kamera.position.set(550,550,0);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
#Override
public void resize(int width, int height) {
kamera.viewportWidth = viewport.getScreenWidth();
kamera.viewportHeight = viewport.getScreenHeight();
kamera.update();
}
Unitscale does nothing, the code above works on smaller size of tmx map.
EDIT
Code above isn't working, and the below is working, notice the maploader is loading different tmx file, above code trying to load 11400x1500 pixel with 30x30 tile size, while code below trying to load 3800x1500 with 30x30 tile size, but I try to use the code below to load bigger tmx, its not working,
public class Layarloh implements Screen{
private JumatUtama game;
private TiledMap map;
private TmxMapLoader mapLoader;
private OrthographicCamera kamera;
private OrthogonalTiledMapRenderer mapRenderer;
public Layarloh(JumatUtama utama) {
float l=Gdx.graphics.getWidth(),t=Gdx.graphics.getHeight();
this.game = utama;
loadstage();
kamera = new OrthographicCamera();
kamera.setToOrtho(false,l,t);
kamera.position.set(550,550,0);
kamera.update();
}
public void loadstage(){
mapLoader = new TmxMapLoader();
map = mapLoader.load("stage/segmen1.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map);
}
public void stik(float dt){
if (Gdx.input.isKeyPressed(Input.Keys.ANY_KEY))
kamera.position.x +=100*dt;
}
#Override
public void render(float delta) {
stik(delta);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
Try this code and this should fix it.
#Override
public void render(float delta) {
kamera.position.set(x, y, z);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
#Override
public void resize(int width, int height) {
kamera.viewportWidth = width;
kamera.viewportHeight = height;
kamera.update();
}
EDIT
In the original code, OP was missing kamera.update() statement. And also the resize method. That is something which causes trouble when displaying the tiled map properly as you need to update the camera at every iteration of render.

LibGDX - How do I correctly add ExtendViewports?

I'm new to LibGDX and I am trying to get my screen resolution sizes set up first before I get into the actual game itself. Before I added extendViewport I had an orthographic Camera and an Image that displayed. But when I got rid of the orthographic camera and added the Viewport the image disappeared. Here is the code i have for the the screen.
public class GameScreen implements Screen {
SlingshotSteve game;
private ExtendViewport viewport;
PerspectiveCamera camera;
public void Menu(SlingshotSteve game){
this.game = game;
}
SpriteBatch batch;
TextureRegion backgroundTexture;
Texture texture;
GameScreen(final SlingshotSteve gam) {
this.game = gam;
batch = new SpriteBatch();
Texture texture = new Texture(Gdx.files.internal("background.jpg"));
backgroundTexture = new TextureRegion(texture, 0, 0, 500, 500);
Music mp3Sound = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
mp3Sound.setLooping(true);
mp3Sound.play();
}
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(backgroundTexture, 0, 0, SlingshotSteve.WIDTH, SlingshotSteve.HEIGHT);
batch.end();
}
#Override
public void resize(int width, int height) {
viewport.update(width, height);
}
#Override
public void dispose() {
batch.dispose();
texture.dispose();
}
#Override
public void show() {
camera = new PerspectiveCamera();
viewport = new ExtendViewport(800, 480, camera);
}
}
The other question I have is that this screen is the main game screen where Level 1 is going to occur. Since I added a main menu I had to switch from the "Application Listener" to the "Implement Screen". Is this correct, or do I have to go back to the Application Listener to get the Create() method? I'm not completely sure what everything means so If someone could please explain this to me that would be great!

LibGDX - how do I add a simple button?

I'm greatly confused on this. What is don't understand is how the stage and table layouts exactly work. All i want are 3 buttons that sends me to another screen. Could someone please write out an example for me to work with? Here is the code I have so far.
public class Menu implements Screen {
private SlingshotSteve game;
private Stage stage;
private TextButton button;
private TextButtonStyle textButtonStyle;
private BitmapFont font;
{
stage = new Stage(new ExtendViewport(800, 840));
Gdx.input.setInputProcessor(stage);
Table table = new Table();
table.setFillParent(true);
table.center().center();
stage.addActor(table);
font = new BitmapFont();
textButtonStyle = new TextButtonStyle();
textButtonStyle.font = font;
button = new TextButton("This is a button!!!", textButtonStyle);
stage.addActor(button);
}
// View Port Camera
private Viewport viewport;
PerspectiveCamera camera;
public Menu(SlingshotSteve gam) {
this.game = gam;
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
game.batch.end();
if (Gdx.input.isTouched()) {
game.setScreen((Screen) new GameScreen(game));
dispose();
}
}
#Override
public void resize(int width, int height) {
// View Port Camera
viewport.update(width, height);
stage.getViewport().update(width, height, true);
}
#Override
public void show() {
// Viewport Camera
camera = new PerspectiveCamera();
viewport = new FitViewport(800, 480, camera);
}
#Override
public void dispose() {
stage.dispose();
}
}
Don't add the button to the Stage. Instead add it to the Table you have created.
TextButton button1 = new TextButton("This is a button!!!", textButtonStyle);
TextButton button2 = new TextButton("This is a button!!!", textButtonStyle);
TextButton button3 = new TextButton("This is a button!!!", textButtonStyle);
table.add(button1);
table.row();
table.add(button2);
table.row();
table.add(button3);
table.row();

Distance field font in libgdx

I'm trying to rendering smooth scalable bitmap fonts. After checking this question one of the answers mentioned using distance field fonts.
I'm doing exactly as mentioned in LibGDX wiki article about distance filed fonts. However I can't get it working. Fonts are rendered hazy.
Here's the code I used to generate this output
public class FontRenderTest implements ApplicationListener {
private Texture texture;
private SpriteBatch spriteBatch;
private BitmapFont font;
#Override
public void create() {
spriteBatch = new SpriteBatch();
Texture texture = new Texture(Gdx.files.internal("Raleway.png"), true); // true enables mipmaps
texture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear); // linear filtering in nearest mipmap image
font = new BitmapFont(Gdx.files.internal("Raleway.fnt"), new TextureRegion(texture), false);
}
#Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
spriteBatch.begin();
font.draw(spriteBatch, "This is hazy !!", 100, 150);
spriteBatch.end();
}
}
I'm not sure if I properly understand the function of distance field font. If anyone could explain how to render font smooth.
I think it needs a shader and if I recall right the shaders require GL20. As it said in the wiki you would need .frag and .vert files. I modified your code with the help from this Libgdx test: http://git.io/-yAmNg .
It looks like this with different smoothing.
public class FontRenderTest implements ApplicationListener {
private Texture texture;
private SpriteBatch spriteBatch;
private BitmapFont font;
private DistanceFieldShader distanceFieldShader;
private static class DistanceFieldShader extends ShaderProgram {
public DistanceFieldShader () {
// The vert and frag files are copied from http://git.io/yK63lQ (vert) and http://git.io/hAcw9Q (the frag)
super(Gdx.files.internal("data/shaders/distancefield.vert"), Gdx.files.internal("data/shaders/distancefield.frag"));
if (!isCompiled()) {
throw new RuntimeException("Shader compilation failed:\n" + getLog());
}
}
/** #param smoothing a value between 0 and 1 */
public void setSmoothing (float smoothing) {
float delta = 0.5f * MathUtils.clamp(smoothing, 0, 1);
setUniformf("u_lower", 0.5f - delta);
setUniformf("u_upper", 0.5f + delta);
}
}
#Override
public void create() {
spriteBatch = new SpriteBatch();
Texture texture = new Texture(Gdx.files.internal("hiero.png"), true); // true enables mipmaps
texture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear); // linear filtering in nearest mipmap image
font = new BitmapFont(Gdx.files.internal("hiero.fnt"), new TextureRegion(texture), false);
distanceFieldShader = new DistanceFieldShader();
}
#Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spriteBatch.begin();
spriteBatch.setShader(distanceFieldShader);
font.draw(spriteBatch, "This is pretty sharp !!", 100, 120);
distanceFieldShader.setSmoothing(0f);
spriteBatch.setShader(distanceFieldShader);
font.draw(spriteBatch, "This is hazy !!", 100, 150);
distanceFieldShader.setSmoothing(1f);
spriteBatch.setShader(distanceFieldShader);
font.draw(spriteBatch, "This is pretty smooth !!", 100, 180);
distanceFieldShader.setSmoothing(1/2f);
spriteBatch.end();
}
Use the shader created by DistanceFieldFont.createDistanceFieldShader.

Refreshing picture in drawingPanel extends JPanel

I have to load a small icon on the botton of my software. just to have a loading/ok/error icon. as sudgested on "http://www.particle.kth.se/~lindsey/JavaCourse/Book/Part1/Java/Chapter06/images.html" i create a dwowing panel extending JPanel.
class drawingPanel extends JPanel
{
Image img;
drawingPanel (Image img){
this.img = img;
}
public void paintComponent (Graphics g) {
super.paintComponent (g);
// Use the image width & height to find the starting point
int imgX = getSize ().width/2 - img.getWidth (this);
int imgY = getSize ().height/2 - img.getHeight (this);
//Draw image centered in the middle of the panel
g.drawImage (img, imgX, imgY, this);
} // paintComponent
}
I initialize the component in the following way:
// Grab the image.
Image img = new ImageIcon(iconPath+"ok.png").getImage();
// Create an instance of DrawingPanel
iconPanel = new drawingPanel(img);
all works well but at runtime i want to be able to change the icon within the pannel. i tryed all the fo;llowing but none managed to view the new picture:
Image img = new ImageIcon(iconPath+"loading.gif").getImage();
// Create a new instance of DrawingPanel
this.iconPanel = new drawingPanel(img);
this.iconPanel.repaint();
this.iconPanel.revalidate();
this.iconPanel.repaint();
this.repaint();
this.revalidate();
(i tryed this because the class in whic i am writing the code is another extension of JPanel that contains IconPanel. Any idea about why i do not manage to change the picture?
Thanks,
Stefano
First thing don't start class name with small name. Rename drawingPanel to DrawingPanel.
I have tried making a simple demo based on your description and it works fine. The image in panel is changing perfectly.
public class Demo {
public Demo() {
JFrame frame = new JFrame();
frame.setSize(400, 400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
// Grab the image.
Image img = new ImageIcon("1.png").getImage();
// Create an instance of DrawingPanel
final DrawingPanel iconPanel = new DrawingPanel(img);
frame.add(iconPanel, BorderLayout.CENTER);
JButton button = new JButton("Change image..");
frame.add(button, BorderLayout.NORTH);
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
iconPanel.setImg(new ImageIcon("2.png").getImage());
iconPanel.repaint();
}
});
frame.setVisible(true);
}
public static void main(String[] args){
new Demo();
}
}
class DrawingPanel extends JPanel {
Image img;
DrawingPanel(Image img) {
this.img = img;
}
public void setImg(Image img) {
this.img = img;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
// Use the image width & height to find the starting point
int imgX = getSize().width / 2 - img.getWidth(this);
int imgY = getSize().height / 2 - img.getHeight(this);
// Draw image centered in the middle of the panel
g.drawImage(img, imgX, imgY, this);
} // paintComponent
}
The changes I have made is add a setter method of img in DrawingPanel class. So instead of creating new DrawingPanel you just have to call setImg() with new Image and then call reapint to paint the new image.