I have seen lots of topics on LibGDX and screen/cam coordinates and also some on window resizing, but I just can't find the solution to the following problem I have.
When making a basic stage and a basic actor in this stage, say windowsize 480x320, everything is OK. I can click my actor and it will respond. But when I resize my window, say to 600x320, everything looks right, but my clicklistener is not working anymore. Also, the stage coordinates are moved or messed up.
I use the following code:
stage.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
//determine if actor was hit
System.out.println(stage.hit(x, y, true));
return true;
}
});
Also, I am resizing my stage camera viewport to correspond to the window:
stage.getCamera().viewportWidth = Gdx.graphics.getWidth();
stage.getCamera().viewportHeight = Gdx.graphics.getHeight();
So when resizing, I get the desired effect on screen, but my listener does not respond - the actor seems 'offset' of where I am clicking. What am I doing wrong? Should I move my actor or my cam, or zoom my cam according to the resize? Can someone please explain this to me?
Thanks a lot in advance!
EDIT: below is the complete code of my class.
public class HelpMePlease implements ApplicationListener{
// A standard simple Actor Class
class CustomActor extends Actor {
Texture texture = new Texture(Gdx.files.internal("data/testTex2.png"));
TextureRegion pixelTexture = new TextureRegion(texture, 0, 0, 1, 1);
Sprite sprite = new Sprite(texture);
public CustomActor() {
setWidth(128);
setHeight(128);
setBounds(getX(), getY(), getWidth(), getHeight());
}
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
batch.draw(sprite, getX(), getY(), 0f, 0f, getWidth(), getHeight(), getScaleX(), getScaleY(), getRotation());
}
}
public Stage stage;
public CustomActor actor;
@Override
public void create() {
stage = new Stage(480,320,true);
actor = new CustomActor();
stage.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
//determine if actor was hit
System.out.println(stage.hit(x, y, true));
return true;
}
});
Gdx.input.setInputProcessor(stage);
stage.addActor(actor);
}
@Override
public void resize(int width, int height) {
//resize cam viewport
stage.getCamera().viewportWidth = Gdx.graphics.getWidth();
stage.getCamera().viewportHeight = Gdx.graphics.getHeight();
}
@Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
stage.getCamera().update(); //just to be sure, I don't know if this is necessary
stage.act();
stage.draw();
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
}
You can change your resize por this using the latest nightly.
@Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
the last parameter "true" will center the camera in the screen