Search in sources :

Example 11 with ScreenViewport

use of com.badlogic.gdx.utils.viewport.ScreenViewport in project libgdx by libgdx.

the class NoncontinuousRenderingTest method create.

@Override
public void create() {
    batch = new SpriteBatch();
    texture = new Texture("data/badlogic.jpg");
    region = new TextureRegion(texture);
    stage = new Stage(new ScreenViewport(), batch);
    Gdx.input.setInputProcessor(stage);
    skin = new Skin(Gdx.files.internal("data/uiskin.json"));
    skin.add("default", font = new BitmapFont(Gdx.files.internal("data/arial-32.fnt"), false));
    populateTable();
    Gdx.graphics.setContinuousRendering(false);
    Gdx.graphics.requestRendering();
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) Stage(com.badlogic.gdx.scenes.scene2d.Stage) Skin(com.badlogic.gdx.scenes.scene2d.ui.Skin) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport) BitmapFont(com.badlogic.gdx.graphics.g2d.BitmapFont) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) Texture(com.badlogic.gdx.graphics.Texture)

Example 12 with ScreenViewport

use of com.badlogic.gdx.utils.viewport.ScreenViewport in project libgdx by libgdx.

the class LabelTest method create.

@Override
public void create() {
    batch = new SpriteBatch();
    renderer = new ShapeRenderer();
    skin = new Skin(Gdx.files.internal("data/uiskin.json"));
    skin.getAtlas().getTextures().iterator().next().setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
    skin.getFont("default-font").getData().markupEnabled = true;
    float scale = 1;
    skin.getFont("default-font").getData().setScale(scale);
    stage = new Stage(new ScreenViewport());
    Gdx.input.setInputProcessor(stage);
    Table table = new Table();
    stage.addActor(table);
    table.setPosition(200, 65);
    table.debug();
    table.add(new Label("This is regular text.", skin));
    table.row();
    table.add(new Label("This is regular text\nwith a newline.", skin));
    table.row();
    Label label3 = new Label("This is [RED]regular text\n\nwith newlines,\naligned bottom, right.", skin);
    label3.setColor(Color.GREEN);
    label3.setAlignment(Align.bottom | Align.right);
    table.add(label3).minWidth(200 * scale).minHeight(110 * scale).fill();
    table.row();
    Label label4 = new Label("This is regular text with NO newlines, wrap enabled and aligned bottom, right.", skin);
    label4.setWrap(true);
    label4.setAlignment(Align.bottom | Align.right);
    table.add(label4).minWidth(200 * scale).minHeight(110 * scale).fill();
    table.row();
    Label label5 = new Label("This is regular text with\n\nnewlines, wrap\nenabled and aligned bottom, right.", skin);
    label5.setWrap(true);
    label5.setAlignment(Align.bottom | Align.right);
    table.add(label5).minWidth(200 * scale).minHeight(110 * scale).fill();
    table.pack();
}
Also used : Table(com.badlogic.gdx.scenes.scene2d.ui.Table) Label(com.badlogic.gdx.scenes.scene2d.ui.Label) Stage(com.badlogic.gdx.scenes.scene2d.Stage) Skin(com.badlogic.gdx.scenes.scene2d.ui.Skin) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) ShapeRenderer(com.badlogic.gdx.graphics.glutils.ShapeRenderer)

Example 13 with ScreenViewport

use of com.badlogic.gdx.utils.viewport.ScreenViewport in project libgdx by libgdx.

the class ColorTest method create.

@Override
public void create() {
    stage = new Stage(new ScreenViewport());
    Gdx.input.setInputProcessor(stage);
    Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"));
    skin.add("default", new BitmapFont(Gdx.files.internal("data/arial-32.fnt"), false));
    Table root = new Table();
    stage.addActor(root);
    root.setFillParent(true);
    Table column1 = new Table(skin);
    column1.add("WHITE", "default", Color.WHITE).row();
    column1.add("LIGHT_GRAY", "default", Color.LIGHT_GRAY).row();
    column1.add("GRAY", "default", Color.GRAY).row();
    column1.add("DARK_GRAY", "default", Color.DARK_GRAY).row();
    column1.add("BLUE", "default", Color.BLUE).row();
    column1.add("NAVY", "default", Color.NAVY).row();
    column1.add("ROYAL", "default", Color.ROYAL).row();
    column1.add("SLATE", "default", Color.SLATE).row();
    column1.add("SKY", "default", Color.SKY).row();
    column1.add("CYAN", "default", Color.CYAN).row();
    column1.add("TEAL", "default", Color.TEAL).row();
    Table column2 = new Table(skin);
    column2.add("GREEN", "default", Color.GREEN).row();
    column2.add("CHARTREUSE", "default", Color.CHARTREUSE).row();
    column2.add("LIME", "default", Color.LIME).row();
    column2.add("FOREST", "default", Color.FOREST).row();
    column2.add("OLIVE", "default", Color.OLIVE).row();
    column2.add("YELLOW", "default", Color.YELLOW).row();
    column2.add("GOLD", "default", Color.GOLD).row();
    column2.add("GOLDENROD", "default", Color.GOLDENROD).row();
    column2.add("ORANGE", "default", Color.ORANGE).row();
    column2.add("BROWN", "default", Color.BROWN).row();
    column2.add("TAN", "default", Color.TAN).row();
    column2.add("FIREBRICK", "default", Color.FIREBRICK).row();
    Table column3 = new Table(skin);
    column3.add("RED", "default", Color.RED).row();
    column3.add("SCARLET", "default", Color.SCARLET).row();
    column3.add("CORAL", "default", Color.CORAL).row();
    column3.add("SALMON", "default", Color.SALMON).row();
    column3.add("PINK", "default", Color.PINK).row();
    column3.add("MAGENTA", "default", Color.MAGENTA).row();
    column3.add("PURPLE", "default", Color.PURPLE).row();
    column3.add("VIOLET", "default", Color.VIOLET).row();
    column3.add("MAROON", "default", Color.MAROON).row();
    root.add(column1);
    root.add(column2);
    root.add(column3);
}
Also used : Table(com.badlogic.gdx.scenes.scene2d.ui.Table) Stage(com.badlogic.gdx.scenes.scene2d.Stage) Skin(com.badlogic.gdx.scenes.scene2d.ui.Skin) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport) BitmapFont(com.badlogic.gdx.graphics.g2d.BitmapFont)

Example 14 with ScreenViewport

use of com.badlogic.gdx.utils.viewport.ScreenViewport in project AmazingMaze by TheVirtualMachine.

the class MazeScreen method setupHUD.

/** Create the game HUD. */
private void setupHUD() {
    hud = new Stage(new ScreenViewport(), game.batch);
    Table table = new Table();
    table.setFillParent(true);
    table.top().left();
    hud.addActor(table);
    Label level = new Label("Level " + game.save.getLevel(), game.assets.skin, Assets.HUD_STYLE);
    table.add(level).colspan(2);
    table.row();
    Image lifeIcon = new Image(game.assets.manager.get(Assets.LIFE_HUD_IMAGE, Texture.class));
    table.add(lifeIcon).pad(Gdx.graphics.getWidth() / 128).left();
    livesLeft = new Label("", game.assets.skin, Assets.HUD_STYLE);
    table.add(livesLeft);
    updateLives(-2);
}
Also used : Table(com.badlogic.gdx.scenes.scene2d.ui.Table) Label(com.badlogic.gdx.scenes.scene2d.ui.Label) Stage(com.badlogic.gdx.scenes.scene2d.Stage) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport) Image(com.badlogic.gdx.scenes.scene2d.ui.Image) Texture(com.badlogic.gdx.graphics.Texture)

Example 15 with ScreenViewport

use of com.badlogic.gdx.utils.viewport.ScreenViewport in project AmazingMaze by TheVirtualMachine.

the class FishMiniGame method setupPauseMenu.

/** Create the pause menu. */
private void setupPauseMenu() {
    pauseMenu = new Stage(new ScreenViewport(), game.batch);
    Table table = new Table();
    table.setFillParent(true);
    table.center();
    pauseMenu.addActor(table);
    TextButton resumeButton = new TextButton("Resume", game.assets.skin);
    resumeButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            paused = false;
        }
    });
    table.add(resumeButton).pad(10).width(Gdx.graphics.getWidth() / 4).height(Gdx.graphics.getHeight() / 8);
    table.row();
    TextButton settingsButton = new TextButton("Settings", game.assets.skin);
    final Screen sourceScreen = this;
    settingsButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            game.settingsScreen.setSourceScreen(sourceScreen);
            game.setScreen(game.settingsScreen);
        }
    });
    table.add(settingsButton).pad(10).width(Gdx.graphics.getWidth() / 4).height(Gdx.graphics.getHeight() / 8);
    table.row();
    TextButton quitButton = new TextButton("Quit", game.assets.skin);
    quitButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            game.save.setLevel(game.save.getLevel() - 1);
            game.setScreen(game.menuScreen);
        }
    });
    table.add(quitButton).pad(10).width(Gdx.graphics.getWidth() / 4).height(Gdx.graphics.getHeight() / 8);
}
Also used : TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) Table(com.badlogic.gdx.scenes.scene2d.ui.Table) Screen(com.badlogic.gdx.Screen) Actor(com.badlogic.gdx.scenes.scene2d.Actor) Stage(com.badlogic.gdx.scenes.scene2d.Stage) ChangeListener(com.badlogic.gdx.scenes.scene2d.utils.ChangeListener) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport)

Aggregations

ScreenViewport (com.badlogic.gdx.utils.viewport.ScreenViewport)15 Stage (com.badlogic.gdx.scenes.scene2d.Stage)13 Table (com.badlogic.gdx.scenes.scene2d.ui.Table)9 Label (com.badlogic.gdx.scenes.scene2d.ui.Label)7 Skin (com.badlogic.gdx.scenes.scene2d.ui.Skin)7 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)6 Actor (com.badlogic.gdx.scenes.scene2d.Actor)6 Texture (com.badlogic.gdx.graphics.Texture)5 ShapeRenderer (com.badlogic.gdx.graphics.glutils.ShapeRenderer)5 ChangeListener (com.badlogic.gdx.scenes.scene2d.utils.ChangeListener)5 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)4 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)4 Image (com.badlogic.gdx.scenes.scene2d.ui.Image)4 TextButton (com.badlogic.gdx.scenes.scene2d.ui.TextButton)4 ScrollPane (com.badlogic.gdx.scenes.scene2d.ui.ScrollPane)3 Screen (com.badlogic.gdx.Screen)2 List (com.badlogic.gdx.scenes.scene2d.ui.List)2 Window (com.badlogic.gdx.scenes.scene2d.ui.Window)2 InputAdapter (com.badlogic.gdx.InputAdapter)1 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)1