Best Way To Fill Screen With Grid of Images - java

I'm writing an Android app in java that I want to be able to use across all phone screen sizes and resolutions. I need to create a 4x4 array of images (all square and equal in size). I want the images to expand such that they're width is basically the screen width divided by 4.
I first tried a RelativeLayout, but can't figure it out. I figure TableLayout is probably the way to go, but if I just stretch columns, that won't necessarily stretch the images within the cells, right? I need the images to stretch, not just the columns.
Any ideas?

Take a look at this Layout called GridLayout by Romain Guy. You simply addview() your imageviews .Enjoy

Related

Why do my buttons and other elements keep re-arranging in Android Studio?

I'm building a simple app for a game that has labels, textfields and buttons. Every time I try to run the app the elements on the screen keep moving around in the emulator even if they look find in the editor. Picture of layout
I've tried adjusting them by dragging and dropping and experimenting by changing XML. I think I'm missing something, but is positioning elements on the screen the way you want usually this difficult?
If you use lots of views in vertical direction use Linear layout, if more on horizontal use relative layout as you can position elements left-right or center w.r.t each other or parent easily, use a combination of both to get best results.

Is it possible to create a grid layout in LibGDX that maps to an array?

I want to create a grid type layout in LibGDX that will map to a 2d array. So if a user moves an object on the grid layout, it will check the array to see if the move is legal and then move the object in the layout and grid.
The only way I currently know how to do this, would be to simply calculate the current size of the screen and divide it up accordingly, and then store those values somewhere, but this seems rather tedious. Is there a simpler way of doing so?
Thanks
Use an ExtendViewport with the virtual size of your grid to manage your camera. Then you will know that a movement of 1 equates to one grid space.
You can draw TextureRegions using widths and heights relative to this grid scale. Or if using Sprites you can set the width and height of all your Sprites relative to the grid scale when you load them.

Display grid of images in Android with center of grid layout being empty?

I have a decent amount of images(10 or so) that I need to display in grid form with the center of the layout being empty. Currently I'm adding each image through code but that is becoming time consuming. Every image is using the same onTouchListener class. The center of the layout needs to be empty to accommodate a "container" image view that selected images can be dragged and dropped onto. I thought of using an image adapter but only saw examples that were for a gallery type view in either horizontal or vertical orientation. Is there any way to create a custom class that automatically positions the images in grid form with an empty center that has predetermined dimensions?
If you are using a RecyclerView with GridLayoutManager, then you can get the firstVisisbleItem and lastVisibleItem. This should give you the number of visibleItems with which you can decide the index in the grid where you should not show any item. This would require you to take care of some implementation level details, but the basic logic should be like this only. Hope it helps.

Libgdx Pixellated GUI Effect

In LibGDX, I am currently trying to achieve the effect of a pixellated GUI, meaning the buttons are pixellated, like an 8-bit theme.
When I make my GUI elements, such as a TextButton, I am using images that are small, say 34x16 pixels, but I am rendering them on a large resolution like 1920x1080. What is the best way to render such a small image at a high resolution?
My thoughts were to use stage.setViewport(WIDTH,HEIGHT), and set the width and height to a scaled down resolution, so the gui elements wouldn't be so big. This works, however when adding elements things go wrong.
This my stage/table currently, using a scaled down resolution. I am adding widgets using to the table like this:
table.add(playButton);
table.row();
table.add(title);
but as you can see, the table.row() makes a row that is much too large, perhaps a row fit for a larger resolution. Is there any way to change the gap that is made by the row? I would have thought that the gap would be zero, and by using table.add().pad() you could change the gap, but I am not doing any of that.
Any help would be greatly appreciated.
Ninepatch
This is a common issue in all apps. To overcome this, images which can be safely resized in parts are used. they are called ninepatches.
Here is a nice Tutorial about using them in libgdx.
Distance Field Fonts
Although you haven't mentioned it here, you'd also find font sizing (pixellated fonts) as an issue. For that Distance Field Fonts are used.
Hope this helps.
I would say don't worry about scaling them up and making the virtual resolution bigger. If you want to see picture still pixelated when you scale it use Texture filter. For your case you want to use Nearest filter. use it like this:
yourTexture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
where yourTexture is the texture that you have all your bitmaps and skin elements on. If you are using texturePacker than you can specify the filter before packing too. Or just open the .pack file and on the top you will see filtering options, and edit those to Nearest.

issue with android app different layout sizes

In my android app I have a layout which contains many buttons and spinners. I have also added different layouts for the individual screen sizes (hdpi, xhdpi etc.). The problem is when testing my layout-hdpi in the emulator with the Nexus S (indicated as hdpi) it looks fine, but when testing it with Nexus One (also indicated with hdpi) the buttons are overlapping??
In the layouts all sizes are in dp!
So shouldn't I receive the same result with two devices in hdpi?
I had the same problem what you should do is obtain the screen height:width ratio and name it, well ratio.
so your ratio = height/width then instead of using the size of buttons or other elements in exact size in dp, take the size in the form of what part your element takes up in the view.
I think i confused you there, but its easy, see for example:
if you have an image that you want to add on the top half of the screen then dont say height=150dp or width=200dp you screen height was h so your image height would be h/2 and your width would then be h/ratio.
this would also work in the landscape mode, you wont have to find the buttons in the landscape mode because they were out of the screen.

Categories

Resources