I'm using Andengine to create and android app, and I'm wondering if there is any possible way to change the background colour in a gradient fashion.
I know you can create a gradient in Andengine and thats from one part of the screen to another I what each colour in the gradient to fill the screen as it changes over time.
If you are using the anchor center branch of andengine then you can just import the Gradient Class from org.andengine.entity.primitive.Gradient and set it's height and width to the camera width and height as shown:
final int CameraHeight = 480;
final int CameraWidth = 480;
int directionX = 1;
int directionY = 1;
Gradient g = new Gradient(0,0,CameraWidth,CameraHeight,
this.getVertexBufferObjectManager());
g.setGradient(yourFirstColor,yourSecondColor,directionX,directionY);
And then all you must do is attach it to your scene as the first child scene.attachChild(g);
Then to make it change over time you can register an update handler with the scene that changes the colors or changes the direction like:
scene.registerUpdateHandler(new IUpdateHandler(){
#Override
onUpdate(float pSeconds){
//Change the color or the direction of the gradient
}
});
or you could register an entity modifier like ColorModifier
ColorModifier cm = new ColorModifier(5, Color.BLUE, Color.GREEN);
g.registerEntityModifier(cm);
Related
so I have two different Drawables which I need to merge and get a single Drawable at runtime. I want the first Drawable to be at the top and the other one at the bottom. I came across LayerDrawable and it looks like it's exactly what I need, but I'm having trouble trying to arrange the Drawables.
So I have an ImageButton which is 48x48 dp and this is where the final Drawable goes. The first Drawable is a plus button (20x20 dp) and the second one is a small dot (4x4 dp) below the plus button.
The plus button Drawable is loaded using font glyphs. I'm creating the dot button Drawable using this xml snippet:
<?xml version="1.0" encoding="utf-8"?>
<shape xmlns:android="http://schemas.android.com/apk/res/android"
android:shape="oval">
<solid
android:color="#color/white_40"/>
<size
android:width="4dp"
android:height="4dp"/>
</shape>
My first approach was to just add both Drawables to the LayerDrawable, but when I do that, the width/height attributes of the dot specified in the xml are ignored, and it stretches to cover the plus icon.
LayerDrawable finalDrawable = new LayerDrawable(new Drawable[] {plusIcon, dotIcon});
The above results in this:
The second approach I tried was by using setLayerInset to try and position the two Drawables.
LayerDrawable finalDrawable = new LayerDrawable(new Drawable[] {plusIcon, dotIcon});
finalDrawable.setLayerInset(0, 0, 0, 0, 0);
finalDrawable.setLayerInset(1, dp(22), dp(44), dp(22), 0);
The above code snippet ended up placing the dot in the correct position, but it also started affecting the position and size of the plus button and it ended up looking like this:
But what I really want is to have the plus button in the centre of the ImageButton and the plus icon just below it. Does anyone have an idea where I'm going wrong and how can I position the two drawables correctly?
PS: My app supports API 15+, so I can't use a bunch of methods from LayerDrawable's API like setLayerGravity, `setPaddingMode, etc.
Edit
This code will work on API levels below 23:
ImageButton button = (ImageButton) findViewById(R.id.button);
Drawable plusIcon = ContextCompat.getDrawable(this, R.drawable.plus);
Drawable dotIcon = ContextCompat.getDrawable(this, R.drawable.oval);
int horizontalInset = (plusIcon.getIntrinsicWidth() - dotIcon.getIntrinsicWidth()) / 2;
LayerDrawable finalDrawable = new LayerDrawable(new Drawable[] {plusIcon, dotIcon});
finalDrawable.setLayerInset(0, 0, 0, 0, dotIcon.getIntrinsicHeight());
finalDrawable.setLayerInset(1, horizontalInset, plusIcon.getIntrinsicHeight(), horizontalInset, 0);
button.setImageDrawable(finalDrawable);
Original
The following code works for me:
ImageButton button = (ImageButton) findViewById(R.id.button);
Drawable plusIcon = ContextCompat.getDrawable(this, R.drawable.plus);
Drawable dotIcon = ContextCompat.getDrawable(this, R.drawable.oval);
LayerDrawable finalDrawable = new LayerDrawable(new Drawable[] {plusIcon, dotIcon});
finalDrawable.setLayerInsetBottom(0, dotIcon.getIntrinsicHeight());
finalDrawable.setLayerGravity(1, Gravity.BOTTOM | Gravity.CENTER_HORIZONTAL);
button.setImageDrawable(finalDrawable);
This produces the following ui:
This is how i solved this:
final View view = findViewById(R.id.view_in_layout);
Drawable bottom = ContextCompat.getDrawable(context, R.drawable.ic_bottom);
Drawable top = ContextCompat.getDrawable(context, R.drawable.ic_top);
//bottom = index 0, top = index 1
final LayerDrawable layer = new LayerDrawable(new Drawable[]{bottom, top});
view.addOnLayoutChangeListener(new View.OnLayoutChangeListener() {
#Override
public void onLayoutChange(View v, int left, int top, int right, int bottom,
int oldLeft, int oldTop, int oldRight, int oldBottom) {
//get the real height after it is calculated
int height = view.getHeight();
//set the height half of the available space for example purposes,
//the drawables will have half of the available height
int halfHeight = height / 2;
//the bottom drawable need to start when the top drawable ends
layer.setLayerInset(0, 0, halfHeight, 0, 0);
//the top drawable need to end before the bottom drawable starts
layer.setLayerInset(1, 0, 0, 0, halfHeight);
view.setBackground(layer);
view.removeOnLayoutChangeListener(this);
}
});
You can choose different dimensions for your drawables or moving them with the indexes. I used View.OnLayoutChangeListener(...) for example to wait for the current available height of the view
I am setting the background of a TextViewin android as a pie diagram. I have used a LayerDrawable of ArcShape(s) to do so and set it as the background. Here is the code for that:
final ShapeDrawable arcGreen = new ShapeDrawable(new ArcShape(-90, correctAngle));
arcGreen.getPaint().setColor(ContextCompat.getColor(this, R.color.feedback_score_3));
final ShapeDrawable arcRed = new ShapeDrawable(new ArcShape(-90 + correctAngle, 360 - correctAngle));
arcRed.getPaint().setColor(ContextCompat.getColor(this, R.color.feedback_score_1));
final Drawable[] layer = {arcGreen, arcRed, mask};
final LayerDrawable ld = new LayerDrawable(layer);
mSvaraLayout.getChildAt(i).setBackground(ld);
Now, what I want to do is to animate this background when the value of correctAngle changes. One of the options that I see is to use ValueAnimator and go from the initial value to the new correctValue and each time inside the onAnimationUpdate() callback I create a new LayerDrawable object with the changed values and set it as a background. Other way could have been to get all the Drawables(s) in the background first(which are the ShapeDrawable(<ArcShape>)objects and then set the angles of the arcs. But I guess there is no way to do so. Is there any other way to achieve this?
Referring to below image, I want that view with yellow background and right border to slide in from right with some text. So this requirements include:
creating a custom view (which will need canvas I guess)
giving it width, height, position, color, border, border-color, etc.
animation to slide from right
textview within this custom view to display text
I referred this tutorial to understand how to include view with a canvas in layout. But instead of hard coded point positions, I tried following:
public MyView(Context context) {
super(context);
WindowManager wm = (WindowManager) DashBoardActivity.mContext
.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
Point size = new Point();
display.getSize(size);
width = size.x;
height = size.y;
width -= 10;
height -= 50;
myPath = new Pt[6];
myPath[0] = new Pt(width, height);
myPath[1] = new Pt(width - 400, height);
myPath[2] = new Pt(width - 500, height - 100);
myPath[3] = new Pt(width - 400, height - 200);
myPath[4] = new Pt(width, height - 200);
myPath[5] = new Pt(width, height);
}
But view is not getting positioned as per the expectation. I tried with different hard-coded positions, but either it's getting displayed at wrong position or not getting displayed at all.
Also, to show the text, I added textview in the layout itself but it is getting displayed at top left of the screen instead of the position shown in below image.
How I can achieve this ? Any suggestions appreciated.
You dont need any custom view for this, you can set shape or 9patch image as background to the textview and animate that textview using object animator.
Border in shape xml
I created a simple game where move the objects from one place to another and each moves increment count of moves in score table. After all objects are moved correct I want set opacity to screen and slowly resizing score from initial size(e.g. 15px) to whole screen(e.g. 50px). I load font like this:
FontFactory.setAssetBasePath("font/");
final ITexture mainFontTexture = new BitmapTextureAtlas(activity.getTextureManager(), 256, 256, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
font = FontFactory.createStrokeFromAsset(activity.getFontManager(), mainFontTexture, activity.getAssets(), "font.ttf", 15, true, Color.WHITE, 2, Color.BLACK);
font.load();
In createScene() method I create HUD with text and I initial text:
Int mMoves = 0;
HUD gameHUD = new HUD();
Text mText = new Text(25, 25, font, "Moves: " + "123456789", getVertexBufferObjectManager());
And each moves set text with actual moves count:
mText.setText("Moves: " + mMoves++);
And when level was complete I don't know how can I resize this text. I mean something like scale with transition in CSS3..
Thanks for all comments
You can set the size of the text by using the setscale function.
If you just want to set the size use the following :
Example : mText.setScale(1.5f);
You can also use Entity modifiers to create an animation:
ScaleModifier scale = new ScaleModifier(1f, 1f, 1.1f);
LoopEntityModifier loop = new LoopEntityModifier(scale);
mText.registerEntityModifier(loop);
This will give a animation effect re-sizing the text in a loop.
I don't know if it is just me, but drawables confuse me. Are they intended to keep the size they are given, or is there a way to scale the image within them? I understand they can use ninepatch to fill certain areas by stretching an image, but I want to scale the image that it stretches. I am using a TextButton
for my menu buttons, but they are way too big, and I would love to know how to scale them. I am retrieving the skin from an atlas, which has ninepatch images in it.
Here is the settings screen:
Here are the images in the pack I am using:
Here is the initialization of the TextureAtlas, and Skin:
buttonAtlas = new TextureAtlas(Gdx.files.internal("buttons/buttons.pack"));
buttonSkin = new Skin(buttonAtlas);
Here is the initialization of that menu button.
TextButtonStyle textButtonStyle = new TextButtonStyle();
textButtonStyle.up = Assets.buttonSkin.getDrawable("bluebutton");
textButtonStyle.down = Assets.buttonSkin.getDrawable("redbutton");
textButtonStyle.font = font;
buttonMenu = new TextButton("Menu", textButtonStyle);
buttonMenu.pad(20.0f);
buttonMenu.addListener(new ClickListener() {
#Override
public void clicked(InputEvent event, float x, float y) {
game.fade.startFadeOut();
super.clicked(event, x, y);
}
});
And perhaps I could change how I put it in the table, or how I put the table in the stage?
table.add(buttonMenu).width(Gdx.graphics.getWidth()/4);
stage.addActor(table);
As a last resort I suppose I could attempt creating my own text button actor that I could scale, thank you for your time.
First of all if you know that your images are too big: The best would be to scale the images themselves to a smaller size and then use the TexturePacker too generate a new TextureAtlas that contain the smaller images.
Anyhow you can scale the image button with the TableLayout if you really want to, see example:
table.add(buttonMenu).width(100).height(100);
The above answer didnt work for me, but i have a solution.
You can make a secondary camera and attach it to your stage.
To scale the table just scale the viewport size of the secondary camera
An example would be:
//Heres where you set the scale of your buttons and your table
Camera secondaryCamera = new Camera(Gdx.graphics.getWidth() * scale,
Gdx.graphics.getHeight() * scale);
Stage stage = new Stage();
Table table = new Table();
ImageButton button = new ImageButton(drawableUp, drawableDown, drawableChecked);
table.setFillParent(true);
stage.getViewport().setCamera(secondaryCamera);
table.add(ImageButton);
stage.addActor(table);
This works great when your using it for touch controls. You can use a table for the entire UI and scale it to your liking independent of your other game items;
table.add(buttonMenu).width(100).height(100); should work, and you just need to adjust the width and height parameters to your liking, or you can use the setBounds method. Here is an example:
TextButton myButton = new TextButton("Press Me", style);
myButton.setBounds(xCoordinate, yCoordinate, width, height);
You can set size of Drawable in ButtonStyle to resize your Button:
float scale = 0.5f;
float currentHeight = textButtonStyle.up.getMinHeight();
textButtonStyle.up.setMinHeight(currentHeight * scale);
For more information, see official document for layout:
UI widgets do not set their own size and position. Instead, the parent widget sets the size and position of each child. Widgets provide a minimum, preferred, and maximum size that the parent can use as hints. Some parent widgets, such as Table and Container, can be given constraints on how to size and position the children. To give a widget a specific size in a layout, the widget's minimum, preferred, and maximum size are left alone and size constraints are set in the parent.
And you can find the implementation of Button.getPrefHeight() in the source code:
public float getPrefHeight () {
float height = super.getPrefHeight();
if (style.up != null) height = Math.max(height, style.up.getMinHeight());
if (style.down != null) height = Math.max(height, style.down.getMinHeight());
if (style.checked != null) height = Math.max(height, style.checked.getMinHeight());
return height;
}