I have a game which makes use of the BGUI module for text input and also includes some labels.
Everything is working as intended when I don't do anything to change the window size (ignore that the text is too large!), as below:
However, I want the window to be larger, ideally full screen. For this I have added
bge.render.setFullScreen(True) to a bge script which is marked for execution before all other scripts. But when I do this, the result is the following:
The BGUI code for these labels is below:
class SimpleLayout(bgui.bge_utils.Layout): def __init__(self, sys, data): self.instructionlbl = bgui.Label(self, text='Provide the robot with a description of the location of the highlighted object', pos=[0, .9], sub_theme='Large', pt_size = 50,options = bgui.BGUI_DEFAULT | bgui.BGUI_CENTERX) self.titlelbl = bgui.Label(self, text=empty.getPropertyNames(), pos=[0, .95], sub_theme='Large', pt_size = 50,options = bgui.BGUI_DEFAULT | bgui.BGUI_CENTERX) self.figurelbl = bgui.Label(self, text='Figure: ',pos=[0, .85], sub_theme='Large',pt_size = 50, options = bgui.BGUI_DEFAULT| bgui.BGUI_CENTERX)
I have also tried avoiding setting fullscreen by using
bge.render.setWindowSize(bge.render.getDisplayDimensions(),bge.render.getDisplayDimensions()) instead but I get the same result.
Setting to fullscreen is also throwing off the cursor in the text input field, putting it one character behind.
Is there something wrong with the way I am using
bge.render.setFullScreen(True)? Or is it something I need to fix with the BGUI parts? Any thoughts?