Java 如何使 ProgressBar 在 LibGDX 中工作?

声明:本页面是StackOverFlow热门问题的中英对照翻译,遵循CC BY-SA 4.0协议,如果您需要使用它,必须同样遵循CC BY-SA许可,注明原文地址和作者信息,同时你必须将它归于原作者(不是我):StackOverFlow 原文地址: http://stackoverflow.com/questions/24434570/
Warning: these are provided under cc-by-sa 4.0 license. You are free to use/share it, But you must attribute it to the original authors (not me): StackOverFlow

提示:将鼠标放在中文语句上可以显示对应的英文。显示中英文
时间:2020-08-14 12:11:25  来源:igfitidea点击:

How do I make a ProgressBar work in LibGDX?

javalibgdxprogress-barscene2d

提问by adrianoubk

I'm trying to understand how to use a ProgressBar in LibGDX.

我试图了解如何在 LibGDX 中使用 ProgressBar。

I have created the bar but I don't know how to make it works. I want to duplicate the knob in order to fill the bar(background line) in 60 seconds. I know how to manage about the time, but there is no method in ProgressBar's class to fill the bar with the knob. At least, I haven't seen it (or I don't understand how, possibly). Here is my code:

我已经创建了酒吧,但我不知道如何使它工作。我想复制旋钮以在 60 秒内填充条形(背景线)。我知道如何管理时间,但是 ProgressBar 的类中没有方法可以用旋钮填充栏。至少,我还没有看到它(或者我不明白,可能)。这是我的代码:

ProgressBar's code:

ProgressBar 的代码:

skin = new Skin();
Pixmap pixmap = new Pixmap(10, 10, Format.RGBA8888);
pixmap.setColor(Color.WHITE);
pixmap.fill();
skin.add("white", new Texture(pixmap));

textureBar = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("barGreen_horizontalMid.png"))));
barStyle = new ProgressBarStyle(skin.newDrawable("white", Color.DARK_GRAY), textureBar);
bar = new ProgressBar(0, 10, 0.5f, false, barStyle);
bar.setPosition(10, 10);
bar.setSize(290, bar.getPrefHeight());
bar.setAnimateDuration(2);
stage.addActor(bar);

I know that I can move the knob with the method setValue(float). But what I want is to fill bar with the knob's texture. Here is a bar's screenshot and the knob.

我知道我可以使用方法移动旋钮setValue(float)。但我想要的是用旋钮的纹理填充栏。这是一个酒吧的屏幕截图和旋钮。

enter image description here

在此处输入图片说明

Can anyone help me to understand this? Thanks in advance.

任何人都可以帮助我理解这一点吗?提前致谢。

回答by AcarX

Try to use setValue( float value) function. Also set stepsize and min/max values before that.

尝试使用 setValue(float value) 函数。还要在此之前设置步长和最小/最大值。

回答by user3920617

I was having the same problem, and finally found out.

我也遇到了同样的问题,终于知道了。

You have to set a style for the knobBeforeattribute to achieve what you want. Try this:

您必须为KnobBefore属性设置样式才能实现您想要的效果。尝试这个:

barStyle = new ProgressBarStyle(skin.newDrawable("white", Color.DARK_GRAY), textureBar);
barStyle.knobBefore = barStyle.knob;
bar = new ProgressBar(0, 10, 0.5f, false, barStyle);

Hope this helps!

希望这可以帮助!

回答by Sheraz Ahmad Khilji

When your using Screens, you don't have the built in ProgressBaravailable so instead you can use a ShapeRendererfor drawing your ProgressBar like this:

当您使用屏幕时,您没有可用的内置ProgressBar,因此您可以使用ShapeRenderer来绘制您的 ProgressBar,如下所示:

import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar;
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar.ProgressBarStyle;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
import com.badlogic.gdx.utils.TimeUtils;

public class LoadingScreen implements Screen {
    private MyGame mGame;
    private BitmapFont bf_loadProgress;
    private long progress = 0;
    private long startTime = 0;
    private ShapeRenderer mShapeRenderer;
    private OrthographicCamera camera;
    private final int screenWidth = 800, screenHeight = 480;

    public LoadingScreen(Game game) {
        mGame = (MyGame) game;
        bf_loadProgress = new BitmapFont();
        bf_loadProgress.setScale(2, 1);
        mShapeRenderer = new ShapeRenderer();
        startTime = TimeUtils.nanoTime();
        initCamera();
    }

    private void initCamera() {
        camera = new OrthographicCamera();
        camera.setToOrtho(false, screenWidth, screenHeight);
        camera.update();

    }

    @Override
    public void show() {
        // TODO Auto-generated method stub

    }

    @Override
    public void render(float delta) {
        Gdx.gl.glClearColor(0, 0, 0.2f, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        showLoadProgress();
    }

    /**
     * Show progress that updates after every half second "0.5 sec"
     */
    private void showLoadProgress() {

        long currentTimeStamp = TimeUtils.nanoTime();
        if (currentTimeStamp - startTime > TimeUtils.millisToNanos(500)) {
            startTime = currentTimeStamp;
            progress = progress + 10;
        }
        // Width of progress bar on screen relevant to Screen width
        float progressBarWidth = (screenWidth / 100) * progress;

        mGame.getBatch().setProjectionMatrix(camera.combined);
        mGame.getBatch().begin();
        bf_loadProgress.draw(mGame.getBatch(), "Loading " + progress + " / " + 100, 10, 40);
        mGame.getBatch().end();

        mShapeRenderer.setProjectionMatrix(camera.combined);
        mShapeRenderer.begin(ShapeType.Filled);
        mShapeRenderer.setColor(Color.YELLOW);
        mShapeRenderer.rect(0, 10, progressBarWidth, 10);
        mShapeRenderer.end();
        if (progress == 100)
            moveToMenuScreen();

    }

    /**
     * Move to menu screen after progress reaches 100%
     */
    private void moveToMenuScreen() {
        mGame.setScreen(new MenuScreen(mGame));
        dispose();
    }

    @Override
    public void resize(int width, int height) {
        // TODO Auto-generated method stub

    }

    @Override
    public void pause() {
        // TODO Auto-generated method stub

    }

    @Override
    public void resume() {
        // TODO Auto-generated method stub

    }

    @Override
    public void hide() {
        // TODO Auto-generated method stub

    }

    @Override
    public void dispose() {
        bf_loadProgress.dispose();
        mShapeRenderer.dispose();
    }

}

This draws a progressbar at the bottom of the screen and also show you the progress in form of text.

这会在屏幕底部绘制一个进度条,并以文本形式显示进度。

Hope this helps :)

希望这可以帮助 :)