javaandroidlibgdxscrollpane

libgdx ScrollPane - Doesn't scroll?


I'm making a lobby in a multi-player game, which may have any number of players displayed in a table. I have the following code:

camera = new OrthographicCamera(WIDTH,HEIGHT);
    camera.position.set(WIDTH/2,HEIGHT/2, 0);
    camera.update();

    stage = new Stage();
    Gdx.input.setInputProcessor(stage);
    stage.setCamera(camera);
    stage.setViewport(WIDTH,HEIGHT,false);

    ScrollPaneStyle paneStyle = new ScrollPaneStyle();
    paneStyle.background = new TextureRegionDrawable(WizardsDuel.atlas.findRegion("cavebg"));
    paneStyle.vScrollKnob = new TextureRegionDrawable(WizardsDuel.atlas.findRegion("GUI/slidernob"));
    paneStyle.hScroll = paneStyle.hScrollKnob = paneStyle.vScroll = paneStyle.vScrollKnob;

    Table container = new Table();
    table = new Table();
    ScrollPane pane = new ScrollPane(table,paneStyle);
    container.add(pane).width(WIDTH).height(HEIGHT);
    container.row();
    container.setBounds(0,0,WIDTH,HEIGHT);
    stage.addActor(container);

    font = new BitmapFont();
    color = new Color(0,0,0,1);
    style = new TextButtonStyle();
    style.font = font;
    style.up = new TextureRegionDrawable(WizardsDuel.atlas.findRegion("GUI/guibg"));
    style.fontColor = color;

    handler = new ChangeHandler();
    ArrayList<User> users = FirebaseManager.lobbyUsers;
    for(int i = 0; i < users.size() || i < 100; i++){
        TextButton tmp = new TextButton("",style);
        tmp.scale(2);
        //tmp.setText(users.get(i).name);
        tmp.setText(i+ "   asdf");
        tmp.addListener(handler);
        table.add(tmp).width(WIDTH/4f);
        if(i%2 == 1 && i > 0)
            table.row();
    }

Despite the manner in which the table clearly extends below the bottom of the screen(which should be the bottom of the scroll pane), there is no scroll bar, and clicking and dragging does nothing.

Screenshot: enter image description here


Solution

  • My problem was that is wasn't receiving input. My I shouldn't have set the input processor in the constructor, because, the previous screen was setting the processor to null when it was "hidden", so when I moved the line to LobbyScreen's show method it happened after the previous screen was hidden, and the input is set correctly.