I'm trying to use a Table to create a menu with lined-up Buttons and Labels. I'm using the latest nightly builds of libgdx, which changed the Table API (amongst other things).
Here's the code in my Screen constructor:
this.mStage = new Stage();
this.mTable = new Table();
this.mTable.setFillParent(true);
this.mTable.debugTable();
this.mStage.addActor(this.mTable);
// now I add some stuff to the table
// ...
My resize
function looks like this:
this.mStage.setViewport(width, height, true);
this.mTable.setFillParent(true);
this.mTable.invalidate();
My render
function has the following:
System.out.println("Table size is " +
this.mTable.getWidth() + " by " +
this.mTable.getHeight());
this.mStage.draw();
Table.drawDebug();
Although my console shows the correct size:
Table size is 480.0 by 640.0
the Table size is shrink-wrapped around its children, and does not extend to the correct size of 480x640.
Any ideas?
Answering my own question for the benefit of others. The way I was adding widgets to the table was incorrect:
this.mTable.row();
this.mTable.add(button).fillX();
I needed to call the fillX()
method of the row()
:
this.mTable.row().fillX();
this.mTable.add(button);
Hope this helps someone.
Your incorrect version of adding widget to the table can be easily corrected by expanding a cell first using .expandX()
method and then by filling that cell with a widget by calling fillX()
. so your initial code:
this.mTable.row();
this.mTable.add(button).fillX();
should be corrected to the following version:
this.mTable.row();
this.mTable.add(button).expandX().fillX();
these 2 lines can be shorten to one:
this.mTable.add(button).expandX().fillX().row();
To add to the above answers, it may be helpful to know that you can make these setting defaults for the table like so:
this.mTable.defaults().expandX().fillX();
The settings will apply uniformly to all rows and cells.
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