Hey JGO, I’ve just added a working pause/main menu button to my game.
When I switch from low gfx settings to high (RenderingHints toggle in main menu->settings), it seems to wrap my games new “Main Menu” button’s text. (JButton)
Example:
// game starts with high quality enabled.
text is: "Main Menu"
// user toggled to low quality.
text is: "Main Me...."
NOTE: Button size doesn’t change, font doesn’t change, just seems to wrap my text? o.O
Questions:
Is this due to Graphics2D being a plain G2D context without hints?
If it is a certain RenderingHint that’s doing this, which one is it?
Rendering hints applied:
public static final Graphics2D createG2D(final Graphics g, boolean highQualityGFX) {
final Graphics2D g2d = (Graphics2D) g;
// apply our enhanced graphics.
if (highQualityGFX) {
g2d.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_TEXT_LCD_CONTRAST, 100);
g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
}
return g2d;
}
Thanks for any help