I am writing a game using libgdx, and I borrowed the skin.json (and related files) from a tutorial.
The font being used (default) was scaling in an ugly manner on denser screens, so I generated by own very large font - and in the game itself, I scale it to a reasonable size (basically I use BitmapFont.scale
). The font I'm now using is 3 times as large as the previous one.
I changed the reference to which font to use in the skin.json file, and as a result, all my buttons, titles and other things have a massive font being shown.
Is there a way of scaling the font in the .json file? Or anywhere else in the code? Skin doesn't have a setFont()
functionality, so I can't create a scaled BitmapFont and assign it)
Libgdx changed this back in April 2015 so that the set answer doesn't work anymore. Took a little bit to find the answer, so I thought I'd leave it here for others since this answer pops up first in Google.
this.getSkin().getFont("default-font").getData().setScale(0.33f,0.33f);
Documentation says that any gets will return a handle to the actual object. So changes will persist.
So I changed the font in skin.json to point to my new font.
Then I used this code
this.getSkin().getFont("default-font").setScale(0.33f, 0.33f);
To scale the 'default-font' (as defined in the skin.json) to the scale I wanted (in my case its 0.33f)
As of 2017 i had to use
skin.getFont("default-font").getData().setScale(0.5f);
for future users.
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