Why does my libGDX resize code break camera.unproject?
I'm using the following code in my resize method to maintain aspect ratio
across multiple screen sizes:
@Override
public void resize(int width, int height)
{
float aspectRatio = (float)width / (float)height;
float scale = 1f;
Vector2 crop = new Vector2(0, 0);
if (aspectRatio > globals.ASPECT_RATIO)
{
scale = (float)height / (float)globals.VIRTUAL_HEIGHT;
crop.x = (width - globals.VIRTUAL_WIDTH * scale) / 2f;
}
else if (aspectRatio < globals.ASPECT_RATIO)
{
scale = (float)width / (float)globals.VIRTUAL_WIDTH;
crop.y = (height - globals.VIRTUAL_HEIGHT * scale) / 2f;
}
else
{
scale = (float)width / (float)globals.VIRTUAL_WIDTH;
}
float w = (float)globals.VIRTUAL_WIDTH * scale;
float h = (float)globals.VIRTUAL_HEIGHT * scale;
viewport = new Rectangle(crop.x, crop.y, w, h);
}
VIRTUAL_WIDTH, VIRTUAL_HEIGHT and ASPECT_RATIO are set as follows:
public final int VIRTUAL_WIDTH = 800;
public final int VIRTUAL_HEIGHT = 480;
public final float ASPECT_RATIO = (float)VIRTUAL_WIDTH /
(float)VIRTUAL_HEIGHT;
This works perfectly with regards to maintaining the correct ratio when
the screen size changes. However, camera.uproject (which I call before all
touch events) doesn't work properly - touch positions are not correct when
the resize code changes the screen size to anything other than 800x480.
Here's how I setup my camera in my create() method:
camera = new OrthographicCamera(globals.VIRTUAL_WIDTH,
globals.VIRTUAL_HEIGHT);
camera.setToOrtho(true, globals.VIRTUAL_WIDTH, globals.VIRTUAL_HEIGHT);
And this is the start of my render() method:
camera.update();
Gdx.graphics.getGL20().glViewport((int)viewport.x, (int)viewport.y,
(int)viewport.width, (int)viewport.height);
Gdx.graphics.getGL20().glClearColor(0, 0, 0, 1);
Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT);
If I ignore the resize code and set the glViewport method call to
Gdx.graphics.getWidth() and Gdx.graphics.getHeight(), camera.unproject
works, but I obviously lose the maintaining of the aspect ratio. Anyone
have any ideas?
Here's how I perform the unproject on my touch events:
private Vector3 touchPos = new Vector3(0, 0, 0);
public boolean touchDown (int x, int y, int pointer, int newParam)
{
touchPos.x = x;
touchPos.y = y;
touchPos.z = 0;
camera.unproject(touchPos);
//touch event handling goes here...
}
No comments:
Post a Comment