java—如何防止ui元素调整大小?

ckx4rj1h  于 2021-07-09  发布在  Java
关注(0)|答案(0)|浏览(185)

我有一个用户界面栏和一个游戏板矩形吼叫它。
我希望ui元素保持其原始大小,而不考虑屏幕分辨率。这可以通过 ScreenWievport (按照这里的建议),但这完全弄乱了我的游戏板。
我现在所做的工作正常,但是ui元素会随窗口调整大小。
我的代码: MyGame.java (入口点)

import com.badlogic.gdx.Game;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.utils.viewport.FitViewport;

public final class MyGame extends Game {
    private int screenWidth;
    private int screenHeight;

    private ShapeRenderer renderer;

    public MyGame(int screenWidth, int screenHeight) {
        this.screenWidth = screenWidth;
        this.screenHeight = screenHeight;
    }

    @Override
    public void create() {
        renderer = new ShapeRenderer();

        this.setScreen(
            new MyGameScreen(
                // new FitViewport(screenWidth, screenHeight)
                new FitViewport(640, 480),
                renderer
            )
        );
    }
}
``` `MyGameScreen.java` (主要用途) `Screen` )

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.ScreenAdapter;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Event;
import com.badlogic.gdx.scenes.scene2d.EventListener;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Slider;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.VerticalGroup;
import com.badlogic.gdx.utils.viewport.Viewport;

public final class MyGameScreen extends ScreenAdapter {
/**Starting sprouts slider minimum value. */
private static final int SLIDER_MIN = 2;
/**Starting sprouts slider maximum value. */
private static final int SLIDER_MAX = 7;
/**Starting sprouts slider step value. */
private static final int SLIDER_STEP = 1;

/**The spacing between the elements in a toolbar. */
private static final int TOOLBAR_CELL_SPACING = 10;
/**The padding of the toolbar row. */
private static final int TOOLBAR_PADDING = 10;
/**The spacing between the rows of the root layout. */
private static final float ROOT_ROW_SPACING = 5;
/**The padding of the root layout. */
private static final float ROOT_PADDING = 10;

private final Viewport viewport;
private final ShapeRenderer renderer;

private Stage stage;

public MyGameScreen(Viewport viewport, ShapeRenderer renderer) {
    this.viewport = viewport;
    this.renderer = renderer;
}

@Override
public void show() {
    stage = new Stage(viewport);

    Skin skin =
        new Skin(
            Gdx.files.internal("default/skin/uiskin.json")
        );

    final Label sliderLabel = new Label(""+SLIDER_MIN, skin);
    sliderLabel.setColor(Color.BLACK);
    final Slider slider =
        new Slider(
            SLIDER_MIN,
            SLIDER_MAX,
            SLIDER_STEP,
            false,
            skin
        );
    slider.addListener(new EventListener() {
        @Override
        public boolean handle(final Event event) {
            sliderLabel.setText("" + (int) slider.getValue());
            return true;
        }
    });
    slider.setValue(SLIDER_MIN);

    TextButton resetButton =
        new TextButton(
            "New game",
            skin
        );

    Table toolbar = new Table().pad(TOOLBAR_PADDING);
    toolbar.left().add(resetButton).space(TOOLBAR_CELL_SPACING);
    toolbar.add(sliderLabel).space(TOOLBAR_CELL_SPACING);
    toolbar.add(slider);
    toolbar.setHeight(resetButton.getPrefHeight() + 2 * TOOLBAR_PADDING);

    Rectangle gameBounds =
        new Rectangle(
            ROOT_PADDING,
            ROOT_PADDING,
            stage.getViewport().getWorldWidth() - 2 * ROOT_PADDING,
            stage.getViewport().getWorldHeight()
            - 2 * ROOT_PADDING
            - toolbar.getHeight()
            - ROOT_ROW_SPACING
        );
    Actor gameBoard = new MyGameBoard(new MyGameState(gameBounds), renderer);
    gameBoard.setBounds(
        gameBounds.getX(),
        gameBounds.getY(),
        gameBounds.getWidth(),
        gameBounds.getHeight()
    );

    VerticalGroup rootLayout =
        new VerticalGroup()
            .center()
            .space(ROOT_ROW_SPACING)
            .pad(ROOT_PADDING);
    rootLayout.setFillParent(true);
    rootLayout.grow().addActor(toolbar);
    rootLayout.addActor(gameBoard);

    stage.addActor(rootLayout);

    Gdx.input.setInputProcessor(stage);
}
@Override
public void render(float delta) {
    Gdx.gl.glClearColor(1, 1, 1, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    stage.getViewport().apply();
    stage.act(Gdx.graphics.getDeltaTime());
    stage.draw();
}
@Override
public void resize(int width, int height) {
    stage.getViewport().update(width, height, true);
}

}
`MyGameBoard.java`
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.scenes.scene2d.Actor;

public final class MyGameBoard extends Actor {
private static final float BORDER_THICKNESS = 5f;
private static final Color DEFAULT_BACKGROUND_COLOR =
new Color(204 / 255f, 229 / 255f, 1, 1);

private final MyGameState gameState;
private final ShapeRenderer renderer;

public MyGameBoard(
    final MyGameState gameState,
    final ShapeRenderer renderer
) {
    this.gameState = gameState;
    this.renderer = renderer;
}

@Override
public void draw(final Batch batch, final float parentAlpha) {
    batch.end();

    Gdx.gl.glLineWidth(BORDER_THICKNESS);
    renderer.setProjectionMatrix(batch.getProjectionMatrix());
    renderer.begin(ShapeType.Line);
    renderer.setColor(DEFAULT_BACKGROUND_COLOR);
    renderer.rect(getX(), getY(), getWidth(), getHeight());

    // draw my game board state (a single point in the middle of the board)
    renderer.circle(
        gameState.gameBounds.width / 2,
        gameState.gameBounds.height / 2,
        BORDER_THICKNESS
    );
    renderer.end();

    batch.begin();
}

}
``` MyGameState.java (游戏板状态示例)

import com.badlogic.gdx.math.Rectangle;

public class MyGameState {
    public Rectangle gameBounds;

    public MyGameState(Rectangle gameBounds) {
        this.gameBounds = gameBounds;
    }
}

我看过以下类似的问题:
libgdx分辨率/密度缩放资产
libgdx有两个用自己的坐标系绘制的不同视图吗?
为移动设备缩放libgdx用户界面?
但我无法将每个问题中提供的信息拼凑成一个有效的解决方案。

暂无答案!

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