libgdx: asset manager block screen ui - android

I use AssetManager to load all assets in my game.
I have problem with displaying loading progress or instead progress I try to set only background colour using this code in my LoadingScreen render method.
Gdx.gl.glClearColor(0.431f, 0.792f, 0.808f, 0xff / 255.0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Everiting loads well but, while loading I get black screen instead colour set in glClearColor. The same happend when implementing loading bar like this example
Here part of Assests class
public class Assets implements Disposable, AssetErrorListener {
public static final Assets instance = new Assets();
.
.
public void init (AssetManager assetManager) {
this.assetManager = assetManager;
// set asset manager error handler
assetManager.setErrorListener(this);
// load texture atlas
assetManager.load(Constants.TEXTURE_ATLAS_OBJECTS, TextureAtlas.class);
.
.
TextureAtlas atlas = assetManager.get(Constants.TEXTURE_ATLAS_OBJECTS);
.
}
.
}
Here is simple code of my LoadingScreen:
#Override
public void show() {
manager = new AssetManager();
Assets.instance.init(manager);
}
public void render(float deltaTime) {
Gdx.gl.glClearColor(0.431f, 0.792f, 0.808f, 0xff / 255.0f);//light blue
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (manager.update()) {
ScreenTransition transition = ScreenTransitionFade.init(0.5f);
game.setScreen(new HomeScreen(game), transition);
}
}
Here I expected light blue empty screen to show while loading assets, but I get black screen.
I guess some code blocks main thread but I don't know how to fix this.
Thanks for help

Make sure you know when Screen.show() and Screen.render(float delta) are called:
Screen.show(): is called when you call Game.setScreen().
Screen.render(float delta): is called continuously after Screen.show() is finished. Hence during the loading Screen.show() is not yet finished and the default background (black) is shown.
To avoid that a separate thread would be nice. Here comes AssetManager which loads stuff asynchronously. Now we only have use it properly:
Call AssetManager.load(<your assets>) before you call Game.setScreen(<Loading Screen>). LoadingScreen.render(float delta) is then called directly and you see your background. To check if the loading is done you can use AssetManager.update(), which returns true if done and false else.

Related

Load and dispose images with Libgdx

I made an android app using libgdx but I have a problem of latency. After a few games, the application become very slow and I don't really know why.
I think it's maybe because the loading of images and when I dispose them but I am not really sure.
This is my code :
I have a class Cell and in this one I load and dispose images:
TextureAtlas dotsAtlas = game.getAssets().get("dots.pack", TextureAtlas.class);
TextureRegion textureRegionRed = dotsAtlas.findRegion("red");
ImageButtonStyleRed = new ImageButton.ImageButtonStyle();
ImageButtonStyleRed.imageUp = new TextureRegionDrawable(textureRegionRed);
public void disposeCell(){
dotsAtlas.dispose();
}
And in the class GameScreen, I have :
public void dispose(){
skin.dispose();
stage.dispose();
batch.dispose();
backgroundSprite.getTexture().dispose();
generatorFont.dispose();
othersAtlas.dispose();
Cell.disposeCell();
}
Do I use Atlas,textures and dispose functions correctly to load images ?

Android - Update Bitmap from timer thread

I got an Android project composed by a single Layout with an ImageView.
public class MainActivity extends AppCompatActivity {
/* original and stretched sized bitmaps */
private Bitmap bitmapOriginal;
private Bitmap bitmapStretched;
/* the only view */
private ImageView iv;
....
}
This ImageView is updated by this runnable function
runnable = new Runnable() {
#Override
public void run() {
iv.setImageBitmap(bitmapStretched);
}
};
and the runnable is ran by a temporized JNI function, running on a background thread, that call it 60 times per second.
public void jniTemporizedCallback(int buf[]) {
/* set data to original sized bitmap */
bitmapOriginal.setPixels(buf, 0, origWidth, 0, 0, origWidth, origHeight);
/* calculate the stretched one */
bitmapStretched = Bitmap.createScaledBitmap(bitmapOriginal, width, height, false);
/* tell the main thread to update the image view */
runOnUiThread(runnable);
}
After some frame is drawn, the app crashes with the following message.
A/OpenGLRenderer: Task is already in the queue!
I guess this is because the renderer didn't finish to fully render the previous frame of the ImageView and gets angry.
If i remove runOnUiThread(runnable); the problem disappear (obviously)
How can avoid this? How can i syncronize my application with the openGL renderer?
I also tried to extend ImageView and draw the bitmap on canvas into the onDraw function but i got the same result
I guess you're trying create bitmapOriginal ouside the thread. Therefore, when compiler is trying to call again after 60 seconds, it's getting same objects and couldn't identify the task. I would suggest better as below.
public void jniTemporizedCallback(int buf[]) {
// Initialize
bitmapOriginal = Bitmap.createBitmap(///)
/* set data to original sized bitmap */
bitmapOriginal.setPixels(buf, 0, origWidth, 0, 0, origWidth, origHeight);
/* calculate the stretched one */
bitmapStretched = Bitmap.createScaledBitmap(bitmapOriginal, width, height,false);
/* tell the main thread to update the image view */
runOnUiThread(runnable);
}
The proper way to synchronize your drawing logic with the device's frame rate is to use a SurfaceView instead of an ImageView. Instead of pushing frames to the View with your own timer, you should create a rendering Thread that tries to render frames as fast as possible. When you call surfaceHolder.lockCanvas(), the Android system will automatically block until it is time to render the frame. When you unlock the canvas using unlockCanvasAndPost(), the system will draw the buffer to the screen.
See https://developer.android.com/guide/topics/graphics/2d-graphics.html#on-surfaceview for more info. Hope this helps!
Problem was totally unrelated to the Bitmap itself....
It was the real time clock signal that messed with Android RenderThread.
Further explanation here:
Android and JNI real time clock
Provide here purposes of use such method for rendering? What you want to do?, there are great animation functionality in android engine, may be this task can be done with this animation.
One more if you will use codes like yours battery of phone will run to zero very fast coz this will load cpu/gpu to max.
in anyway - try to place blocks from running task, set bool taskRun = true on start and check if (!taskRun){ taskRun = true; //here start your task..} and on ui thread after updating ui you can switch to taskRun = false; Using this you can skip some frames, but should not crash.
The problem is that the Handler of the main thread is keeping a reference to your Runnable. When you want to run your Runnable for the second time, the old Runnable is already in the Message Queue, hence Task is already in the queue message. If you create a Runnable every time u want to execute the Runnable like in the code below, I think the problem will be solved.
public void jniTemporizedCallback(int buf[]) {
/* set data to original sized bitmap */
bitmapOriginal.setPixels(buf, 0, origWidth, 0, 0, origWidth, origHeight);
/* calculate the stretched one */
bitmapStretched = Bitmap.createScaledBitmap(bitmapOriginal, width, height, false);
/* tell the main thread to update the image view */
runOnUiThread(new Runnable() {
#Override
public void run() {
iv.setImageBitmap(bitmapStretched);
}
});
}
I think you are right with reason, because you cannot be sure, that Android render images in 60 FPS. And yeah, I think you need just synchronize Bitmap Native Callback with Android Render. So, lets start.
I prefer using Lock from concurrency stack Java. Because you see, when you lock object, and when you unlock. In case of using volatile (for example, sure there also reference restrictions) on Bitmap object, you need to check locking this object in very places, where you using Bitmap.
Also I think you should use Lock from THIS EXAMPLE (to unlock Lock object from any other Thread). So, here is example. Example below will work properly. Just don't forget about Context deleting and stopping task:
public class MainActivity extends AppCompatActivity {
/* Initialize lock (avoid lazy init, with your methods) */
private ReentrantLock lock = new ReentrantLock();
............
private runnableDrawImage = new Runnable() {
#Override
public void run() {
iv.setImageBitmap(bitmapStretched);
lock.unlock();
}
};
..........
public void jniTemporizedCallback(int buf[]) {
/* synchronize by locking state*/
lock.lock();
bitmapOriginal = Bitmap.createBitmap(///)
bitmapOriginal.setPixels(buf, 0, origWidth, 0, 0, origWidth, origHeight);
bitmapStretched = Bitmap.createScaledBitmap(bitmapOriginal, width, height,false);
MainActivity.this.runOnUiThread(runnableDrawImage);
}
}

Android: Progress bar not showing intermediate states

There are other similar SO questions but none really helped.
I just want to implement a progress bar, that on button click, starts from 0, moves gradually and stops at a point (which is read from sharedPreferences).
However things are working but that progress bar is not gradually updating , instead it appears straight at the end point.
A simplified code I'm pasting here:
public class MainActivity extends ActionBarActivity {
int primaryProgress = 0;
int finalPrimaryProgress = 60;
ProgressBar progressBar;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
progressBar = (ProgressBar) findViewById(R.id.progress_bar);
progressBar.setMax(100);
progressBar.setProgress(0);
}
public void click(View view) {
while (primaryProgress < finalPrimaryProgress)
{
progressBar.setProgress(primaryProgress+=1);
Thread.sleep(100); //This is inside Try-catch in actual code.
}
}
}
I know the problem is with Threads, but I am not too friendly with threads so unable to understand the problem.
I'm assuming your "click" method is happening on the UI thread (otherwise, you'd probably get an exception when you try to alter the view on a background thread).
Think about what you're doing here - the moment you click a button, you begin a loop. On each iteration of the loop, you change the value of the progress bar, and then make the (main) thread sleep for 100ms, then repeat.
Problem is, you're never letting the runtime react to what change you made. Once you change a value of a view (for instance, change the text of a TextView), the Android runtime needs to have time to react to your change, adjusting the view's size, position and then redraw. Your code basically blocks anything from happening before you change the value again, because you're telling the main thread to sleep, and then you immediately change the value again.
The expected result here would be seeing the progress bar drawn in its final state once you stopped changing its value without letting the runtime actually do anything with it.
As an alternative to your current click method, try doing something with postDelayed. This will allow the runtime to perform a full measure-layout-draw cycle between every iteration:
private void increaseProgressBar()
{
if (progressBar.getProgress() < progressBar.getMax())
progressBar.postDelayed(new Runnable() {
#Override
public void run() {
progressBar.setProgress(progressBar.getProgress() + 1); // increase the value of the progress bar.
increaseProgressBar(); // call the function again, but after a delay.
}
}, 100);
}
public void click(View v)
{
increaseProgressBar();
}
Note: Keep in mind that currently, clicking the button multiple times will cause erratic behaviour, since your basically adding additional runnables to this sequence, causing the progress bar to grow faster. You could defend against such a case fairly easily with a simple flag.

Load Bitmap to variable in new thread, OpenGL result a white image

I'm trying to load images in new thread to reduce lags in UI thread:
public class MyGame extends Activity implements Game, Renderer {
...
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
super.onSurfaceCreated(gl, config);
Thread t = new Thread(new Runnable() {
#Override
public void run() {
if(firstTimeCreate) {
Settings.load(getFileIO());
// Load bitmaps and save to variable Assets.backgroundRegions
Assets.load(this);
firstTimeCreate = false;
} else {
Assets.reload();
}
}
});
t.start();
}
...
}
The problem is when I trying to draw images as soon as the images is loaded, I only get a white images, no error message. This is the method I use to render background (this method run in a loop)
public void renderBackgrounds() {
if (Assets.backgroundRegions.size() > 0) {
batcher.beginBatch(Assets.backgroundRegions.get(0).texture);
batcher.drawSprite(
Assets.backgroundRegions.get(0).position,
Assets.backgroundRegions.get(0)
);
batcher.endBatch();
} // else { background is not loaded yet }
}
The weird thing is when I press Home button and open my app again, then background images are displayed all correctly. It's just like there are "white-images cached version" of all the loaded images, and Android just don't clear the cache until I re-create the Activity, maybe, I don't know.
If I remove the new thread implementation in onSurfaceCreated like this:
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
super.onSurfaceCreated(gl, config);
if(firstTimeCreate) {
Settings.load(getFileIO());
Assets.load(this);
firstTimeCreate = false;
} else {
Assets.reload();
}
}
...then everything works fine except the UI thread is extremely lag.
I have read some posts about loading Bitmaps in new thread (e.g. this and this), they load Bitmap and assign the variable directly to the View (ImageView), but in my case I save the Bitmap to variables and use OpenGL to render. I don't know if this is one of the reasons or not.
There are the possible reasons I could think about:
All loaded images are cached wrong (somehow, I don't know) and I only get white images until I re-create the Activity.
Something wrong with multithreading and the variable I have used to store bitmap data (backgroundRegions).
I did things in wrong way when use OpenGL and Multithreading together, I don't know much about OpenGL, the part with OpenGL is taken from a small framework.

Android splashscreen without creating a new activity

Edit
After moving my loading / creation code to an Async Task (see below) - I still have the initial problems that I had with my original splashscreen.
Those being that:
1) On starting the Async task in onCreate, everything is loaded but my Dialog can only be shown when onStart() is called which makes the whole process kind of pointless as there is a long pause with a blank screen, then after everything has loaded, the 'loading' dialog flashes up for a split second before disappearing.
2) I can't move object loading / creation etc to onStart because a) it will be run again even when the app is resumed after being sent to the background which I don't want to happen, and b) when when calling restoring the savedInstanceState in onCreate() I'll get a nullPointerException because i'm restoring properties of objects that won't have yet been created.
Would really appreciate if someone could advise how to get around these problems and create a simple splashscreen. Thanks!
Background
My app uses only one activity and I would like to keep it that way if possible.
I've struggled with this for over a week so really hope someone can help me out.
All I want to do is use a splashscreen with a simple 'loading' message displayed on the screen while my resources load (and objects are created etc.) There are a couple of points:
Conditions
1) The splashscreen should not have it's own activity - everything needs to be contained in a single-activity
2) The splashscreen should not use an XML layout (I have created a Splashscreen class which uses View to display a loading PNG)
3) My app is openGL ES 2.0 so the textures need to be loaded on the OpenGL Thread (creation of objects etc that don't use GL calls are OK to go on another thread if necessary).
What I've attempted so far
What I did so far was to create a dialog and display it in my onStart() method with:
Dialog.show();
then let everything load in my onSurfaceCreated method before getting rid of it with:
Dialog.dismiss();
However I needed to change this for varioius reasons so now I create my objects from a call within my onCreate() method and just let the textures load in my GL Renderer's onSurfaceCreated method.
However, this means that because the dialogue isn't displayed until after onCreate, I still get a delay (blank screen) while everything is created before the splash-screen is shown, this then stays on the screen until the textures have loaded. There are other issues with this too which can wait for another day!
So my approach is obviouly very wrong. I read every tutorial I could and every splash-screen related question I could find on SO and Gamedev.SE but I still can't find an explanation (that makes sense to me), of how this can be achieved.
I'm hope someone here can explain.
You should be able to use AsyncTask to load resources in the background and then just dismiss your splash
Here's an AsyncTask that I use to load data from a remote db. This displays a loading progress circle until the task is complete but should be easily re-purposed to display your splash
AsyncTask that runs in the background
private class SyncList extends AsyncTask<Void, ULjException, Void> {
private static final String TAG = "SyncList";
private final class ViewHolder {
LinearLayout progress;
LinearLayout list;
}
private ViewHolder m;
/**
* Setup everything
*/
protected void onPreExecute() {
Log.d(TAG, "Preparing ASyncTask");
m = new ViewHolder();
m.progress = (LinearLayout) findViewById(R.id.linlaHeaderProgress);
m.list = (LinearLayout) findViewById(R.id.listContainer);
m.list.setVisibility(View.INVISIBLE); //Set the ListView that contains data invisible
m.progress.setVisibility(View.VISIBLE); //Set the loading circle visible you can sub in Dialog.show() here
}
/**
* Async execution performs the loading
*/
#Override
protected Void doInBackground(Void... arg0) {
try {
Log.d(TAG, "Syncing list in background");
dba.open(ListActivity.this);
dba.sync();
} catch (ULjException e) {
publishProgress(e);
}
return null;
}
/**
* Display exception toast on the UI thread
*/
protected void onProgressUpdate(ULjException... values) {
Log.e(TAG, values[0].getMessage());
Toast.makeText(ListActivity.this, "Sync failed", Toast.LENGTH_LONG).show();
}
/**
* Finish up
*/
protected void onPostExecute(Void result) {
Log.d(TAG, "ASyncTask completed, cleaning up and posting data");
fillData();
m.list.setVisibility(View.VISIBLE); //Show the list with data in it
m.progress.setVisibility(View.INVISIBLE); //Hide the loading circle sub in Dialog.dismiss()
}
}
Calling the Task
protected void onStart() {
super.onStart();
// Init the dba
dba = DBAccessor.getInstance();
new SyncList().execute();
}
It should be noted that the AsyncTask is an inner class of the Activity its related to here
Edit
onCreate Method
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_layout);
Dialog.show();
//This launches a new thread meaning execution will continue PAST this call
//to onStart and your loading will be done concurrently
//Make sure to not try to access anything that you're waiting to be loaded in onStart or onResume let your game start from onPostExectue
new AsyncTask.execute();
}
doInBackground
protected Void doInBackground(Void... arg0) {
Load all resources here
}
onPostExecute
protected void onPostExecute(Void result) {
Dialog.dismiss();
Call a method that starts your game logic using your newly loaded resources
}

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