我的{% extends '_base.html' %}
{% block content %}
<form class="logVacation" enctype=multipart/form-data role="form" method="post" action="/post">
{{ form.csrf_token }}
{{ form.vacation_name(placeholder="Name Your Vacation")}}
<br>
{{ form.location(placeholder="Where was it?") }}
<br>
{{ form.with_who(placeholder='Who was with you') }}
<br><br>
{{ form.description(placeholder="Tell us about your vacation... or not.") }}<br>
{{ form.when(class="datepicker", placeholder="when?") }}
<br><br>
{{ form.photo(multiple="multiple") }}
<br>
<button class="btn btn-sm btn-success" value="upload" type="submit">Done</button>
</form>
{% endblock %}
虚拟屏幕尺寸为1920x1080。
FitViewport
此外,viewport = new FitViewport(AssetLoader.VIRTUAL_WIDTH, AssetLoader.VIRTUAL_HEIGHT);
stage = new Stage(viewport);
类扩展了TimeBar
个类。 Actor
列出:
TimeBar
我已将一些日志添加到public class TimeBar extends Actor {
private Color color;
private ShapeRenderer renderer;
private float time, current;
public TimeBar() {
color = Color.valueOf(AssetLoader.TIMEBAR_COLOR);
renderer = new ShapeRenderer();
renderer.setColor(color.r, color.g, color.b, color.a);
setBounds(10, 10, 1800, 10); //rectangle is wider than the screen! Why?
}
@Override
public void draw(Batch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
batch.end();
renderer.begin(ShapeRenderer.ShapeType.Line);
renderer.rect(getX(), getY(), getWidth(), getHeight());
renderer.end();
batch.begin();
}
}
方法:
render
他们说:
Gdx.app.log("GameRenderer", "resizing: " + width + " " + height);
Gdx.app.log("GameRenderer", "world width: " + viewport.getWorldWidth());
Gdx.app.log("GameRenderer", "stage width: " + stage.getWidth());
Gdx.app.log("GameRenderer", "Time bar width: " + timeBar.getWidth());
但矩形比屏幕宽,为什么?
答案 0 :(得分:1)
您正在使用预定义的视口创建舞台,因此舞台批处理的投影矩阵由舞台视口定义,但是当您创建ShapeRenderer时,投影矩阵由Gdx.graphics.getWidth()
和Gdx.graphics.getHeight()
在draw()
方法中写下这两行。
renderer.setProjectionMatrix(batch.getProjectionMatrix());
renderer.setTransformMatrix(batch.getTransformMatrix());
或者您可以使用此课程