Cocos-2dx v3 centering background sprite problems - cocos2d-x

Here is my background image:
And here is some code that I would assume scales this image to fully fit the screen.
Size visibleSize = Director::getInstance()->getVisibleSize();
auto bg = Sprite::create("grad.png");
bg->setScale(visibleSize.width / bg->getContentSize().width, visibleSize.height / bg->getContentSize().height);
bg->setAnchorPoint(Vec2(0,0));
addChild(bg);
I would expect those 4 lines to create a background sprite that would cover the entire screen size. However, here's a screenshot of what I am actually getting on my iPhone6+:
If I change the first line to
Size visibleSize = Director::getInstance()->getWinSize();
Then this is what I get, which isn't quite right either:

Using VisibleSize is correct, you just need one more change:
bg->setPosition(director->getVisibleOrigin());
By default, cocos2d-x uses ResolutionPolicy::NO_BORDER, so the bottom part of winSize is likely to be cropped.
getVisibleSize() returns the visible origin in Point rather then pixel.

Related

pygame: how to display full-screen without cutting off edges

My game is designed to work with a 16:9 display ratio.
However, my computer monitor does not have a 16:9 display. So, I've tried various methods to tell pygame to stretch the game window to full-screen, And I've encountered various problems such as:
1- The screen goes black, and my monitor says: "resolution mismatch".
2- The game window gets stretched to fit, and this messes up the graphics.
3- The edges of the screen get cut off, this is VERY unacceptable as it would give some players a disadvantage concerning how much of the playing field they can see!
I want pygame to display the game in full-screen without cutting off edges...I want it to add black bars to ether the top and bottom, or the left and right edges of the screen when necessary-depending on the players monitor.
Thanks in advance!
(And honestly, I can't believe I'm having so much trouble with what should be just a simple command, but I can't find answers anywhere!)
This is how you would scale the screen to fit any monitor, while still keeping the aspect ratio.
First you would use this code (or similar) to calculate what the screen needs to be scaled to:
import pygame
pygame.init()
infostuffs = pygame.display.Info() # gets monitor info
monitorx, monitory = infostuffs.current_w, infostuffs.current_h # puts monitor length and height into variables
dispx, dispy = <insert what you want your display length to be>, <and height>
if dispx > monitorx: # scales screen down if too long
dispy /= dispx / monitorx
dispx = monitorx
if dispy > monitory: # scales screen down if too tall
dispx /= dispy / monitory
dispy = monitory
dispx = int(dispx) # So your resolution does not contain decimals
dispy = int(dispy)
This gives you dispx and dispy, which are the dimensions that you should scale your display to every loop before you update the display. Also, just to warn you, I have not been able to test this code. If there is anything wrong, please tell me in the comments so I can fix it.
EDIT: Added two more lines of code.
I have not tried it, but my approach would be:
1. 16 / 9 ~= 1.778
2. `pygame.init()` ; `scr = pygame.display.Info()` ; `win_size = width, height = scr.current_w, scr.current_h` should give the display width and height.
3. Multiply height by 1.778, `x = int(height * 1.778)`.
4. If x < width, then width = x.
5. If not, then divide width by 1.7788, `y = int(width / 1.778)`. Now, height = y
6. `win_size = width, height` ; `screen = pygame.display.set_mode(win_size, FULLSCREEN)`
7. Scale and center align your graphics to fit.

Increase an Image's clickable area

Edit: I am using LibGDX framework.
There is an Image Actor, which is:
Attached to a Stage.
Has an OnClickListener, e.g.:image.addListener(new OnClickListener() { ... });
This Image's touchable area is fixed on the image's width and height.
I want to increase the touchable area by N pixels.
How can I achieve this?
Here's an illustration:
(red rectangle = touchable/clickable area)
Image already supports this out of the box. The actor can be bigger than the drawn image itself. You can supply a Scaling strategy for the drawn picture and in case you use Scaling.none, the drawn picture will be independent of the actor's size.
image.setScaling(Scaling.none)
int N = 30;
image.setSize(image.getImageWidth() + N, image.getImageHeight() + N);
The way I would approach it, is to have a custom image view, with the actual Image View inside a RelativeLayout. The relative layout has padding and/or margin set, so that it is bigger than the imageView. then, when you set the onClicklistener, set it on the relative layout as well as the image layout (in your custom class)

Set HTML5 Canvas Height And Width And Having Content Inside Scale

Is it possible to set the width and height of a canvas element and have the existing content scale to fit these new dimensions?
Right now the user uploads an image and my page creates a canvas element containing this image and whose dimensions are the same size as the image. I want to limit the size that I'm working with, however, so here is an example of what I want to have happen:
The user uploads an image that is 1600 x 1200 pixels (Not saved to server)
The data goes right to an html5 canvas object
The canvas height and width are set to 800 x 600 and the image content scales appropriately and then is displayed.
Right now if I set the canvas width and height it just crops the image at those dimension, not resizing as I would like. Thanks!
There are many ways to call drawImage
One is:
ctx.drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh)
Where dx,dy,dw,dh are the destination x, y, width, and height.
If you make dw and dh always 800x600, the image will drawn will always automatically be scaled to 800x600.
Here's a tiny example that will always draw any size image to 800x600 http://jsfiddle.net/jAT8Y/
Another alternative is to use context.scale function. Your image quality will remain better if you use scale.

Phonegap - Source image larger on canvas than on html page

I'm using Phonegap to allow a user to select a photo from their library, and then edit it.
When I retrieve the photo using Phonegap, I store the image in an html img element that is already on my page:
sourceImage = document.getElementById('smallImage');
sourceImage.style.display = 'block';
sourceImage.src = "data:image/jpeg;base64," + imageData;
Of course, when the photo loads in, it could be larger than the phone screen, so I shrink it down in my img element. I modify the actual img element width and height, not the css properties, and the image is properly displaying on screen (around 288 x 200, rather than the original 1024 x 768). So, my img element is now displaying a picture (as a preview) and when the user advances to the next screen, the image is drawn on a canvas so it can be modified:
sourceImage.onload = function(){
myCanvas.drawImage(sourceImage, 0, 0);
}
The image draws correctly, however, it draws the original 1024 x 768 image retrieved from the library and not the modified, smaller image in the actual img element I am displaying on the page. I'm assuming this is due to the fact that the actual image.src is referencing an image that is 1024 x 768, even though I shrink it down.
I have not found any support for re-sizing images before storing them in phonegap. Does anyone know of way I could modify this image src size so that when I am able to shrink it before drawing it to a canvas? (Please keep in mind the user is loading in pictures on-the-fly from their library. I'd prefer to have a client-side solution, but I've not been able to find one).
when you draw the image on canvas you can specify the destination coords on the canvas an the part of the image your like to draw like this:
context.drawImage(image, source_x1, source_y1, source_x2, source_y2, dest_x1, dest_y1, dest_x2, dest_y2);
So you can draw the image in any size you like...

scaling logo in html5 <canvas>?

Having trouble scaling with . It seems to make sense to code up a drawing in canvas to a fixed size (ie 800x600) then scale it for specific locations - but sizing occurs in 4 places: 1) in the context definition (ie ctx.width = 800 2) with ctx.scale; 3) in html with
I can scale it with ctx.scale(0.25,0.25) and use but this doesn't appear right - it seems to want the scale to be proportional.
css sizing simply makes it fuzzy so not a good way to go. Any ideas?
Actually, you can resize a canvas using stylesheets. The results may vary across browsers as HTML5 is still in the process of being finalized.
There is no width or height property for a drawing context, only for canvas. A context's scale is used to resize the unit step size in x or y dimensions and it doesn't have to be proportional. For example,
context.scale(5, 1);
changes the x unit size to 5, and y's to 1. If we draw a 30x30 square now, it will actually come out to be 150x30 as x has been scaled 5 times while y remains the same. If you want the logo to be larger, increase the context scale before drawing your logo.
Mozilla has a good tutorial on scaling and transformations in general.
Edit: In response to your comment, the logo's size and canvas dimensions will determine what should be the scaling factor for enlarging the image. If the logo is 100x100 px in size and the canvas is 800x600, then you are limited by canvas height (600) as its smaller. So the maximum scaling that you can do without clipping part of the logo outside canvas will be 600/100 = 6
context.scale(6, 6)
These numbers will vary and you can do your own calculations to find the optimal size.
You could convert the logo to svg and let the browser do the scaling for you, with or without adding css mediaqueries.
Check out Andreas Bovens' presentation and examples.
You can resize the image when you draw it
imageobject=new Image();
imageobject.src="imagefile";
imageobject.onload=function(){
context.drawImage(imageobject,0,0,imageobject.width,imageobject.height,0,0,800,600);
}
The last 2 arguments are the width an height to resize the image
http://www.w3.org/TR/html5/the-canvas-element.html#dom-context-2d-drawimage
If you set the element.style.width and element.style.height attributes (assuming element is a canvas element) you are stretching the contents of the canvas. If you set the element.width and element.height you are resizing the canvas itself not the content. The ctx.scale is for dynamic resizing whenever you drawing something with javascript and gives you the same stretching effect as element.style.