Libgdx:添加到特定场景后,无法单击按钮或查看对话框窗口

如何解决Libgdx:添加到特定场景后,无法单击按钮或查看对话框窗口

请注意,这还不是完整的,它只是一个基本的结构来显示一切工作原理。

我正在玩游戏;在这里,他们使用场景而不是使用不同的屏幕。有关游戏代码的结构,请参见下文。

如何使用当前代码添加游戏按钮:

我只需要将图像添加到sceneTop并检查鼠标是否在特定的矩形内,是否可以通过某些渲染魔术来按下按钮。现在很好。

问题:

我想添加一个对话框窗口,但无法正常工作。它不仅不显示对话框的按钮/文本,而且在将inputProcessor设置到包含对话框的阶段时,单击区域处于关闭状态(我认为这是由于分层了不同的场景)。如果我在主要游戏类中添加对话框,并基本上删除渲染场景的线条,则效果很好。

备用选项:

我改为使用selectBox创建一个表,并使用批处理方法将其添加。这显示了selectBox,但不可点击。

我想在其中实现对话框或表的地方是MenuComponent类。基本上,我想要一个包含selectBox的弹出窗口来更改游戏中的某些内容。

Main Game: // being initialized in main method of another class that setups the main window
public class Game extends ApplicationAdapter
    public void create () {
        context = new GameContext(this);
        context.create();
    }
    public void render () {
        for (GameScene scene : context.getScenes()) {
            scene.update();
            scene.render();
        }
    }

GameContext class:
    public void create() {
        this.connectScene = new ConnectScene(this); //basically a log in screen
        connectScene.create();
    }
    public void createScenes() { // called when login button is pressed
        this.input = new GameInputProcessor(this); //sets this inputProcessor in a later method
        this.sceneTop = new sceneTop(this);
        sceneTop.create();
        this.sceneBottom= new sceneBottom(this);
        sceneBottom.create();
        //fix crash on server disconnect after dispose has been called
        if(sceneList.size() == 0) {
            sceneList.add(sceneBottom);
            sceneList.add(sceneTop );
        }else {
            sceneList.set(0,sceneBottom);
            sceneList.set(1,sceneTop );
        }
    }

public class GameInputProcessor implements InputProcessor {
    public GameInputProcessor(GameContext context) {
        this.context = context;
        Gdx.input.setInputProcessor(this);
    }

    @Override
    public boolean keyDown(int keycode) {
    }

    @Override
    public boolean keyUp(int keycode) {
    }

    @Override
    public boolean keyTyped(char character) {
    }

    @Override
    public boolean touchDown(int screenX,int screenY,int pointer,int button) {
        for (GameScene scene : context.getScenes()) {
            if (scene.handleClick(screenX,screenY,button)) {
                break;
            }
        }

        return false;
    }

    @Override
    public boolean touchUp(int screenX,int button) {
        for (GameScene scene : context.getScenes()) {
            if (scene.handleClickRelease(screenX,button)) {
                break;
            }
        }
        return false;
    }

    @Override
    public boolean touchDragged(int screenX,int pointer) {
        float x = Gdx.input.getDeltaX();
        float y = Gdx.input.getDeltaY();
        for (GameScene scene : context.getScenes()) {
            if (scene.handleDrag(screenX,x,y)) {
                break;
            }
        }

        return false;
    }

    @Override
    public boolean mouseMoved(int screenX,int screenY) {
        for (GameScene scene : context.getScenes()) {
            if (scene.handleMouseMove(screenX,screenY)) {
                break;
            }
        }
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
    }

sceneTop class

public class sceneTop implements GameScene {
    private GameContext context;
    public void create() {
    //does its own create stuff for that specific scene (player stuff)
    mainmenu = new MenuComponent(context);
    }
    public void render(){
    //do other render stuff before with spritebatch
    mainmenu.render();
    }


sceneBottom class

public class sceneBottom implements GameScene {
    private GameContext context;
    public void create() {
    //does its own create stuff for that specific scene (control/inventory stuff)
    }


GameScene class:

public interface GameScene {
    void create();

    void update();

    void render();

    void dispose();

    boolean handleDrag(float screenX,float screenY,float diffX,float diffY);

    boolean handleClick(float x,float y,int button);

    boolean handleMouseMove(float x,float y);

    boolean handleClickRelease(float x,int button);
}

Menu class:
public class MenuComponent extends SceneComponent<sceneTop> implements InputProcessor {
//public abstract class SceneComponent<T extends GameScene> // <--- SceneComponent class
    public void create() {
        Skin skin = new Skin(Gdx.files.internal("uiskin.json"));
        table = new Table();
        orthoCamera = new OrthographicCamera();
        selectBox=new SelectBox<String>(skin);
        selectBox.setSize(100,100);
        selectBox.setPosition(10,10);
        selectBox.setItems("XYZ","ABC","PQR","LMN");
        table.add(selectBox);
        table.setPosition(300,100);
        stage.addActor(table);
    }
    public void render(){
        table.draw( batch,1f );
    }
}

enter image description here

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