Difference between revisions of "UI Buttons"

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Here you will find various resources to help you create buttons in Gideros Studio.
 
Here you will find various resources to help you create buttons in Gideros Studio.
  
'''note''':You may have to provide your own assets (fonts, gfx, …).
+
'''DESKTOPS, MOBILE & HTML5 COMPATIBLE THEY ARE!'''
  
=== <translate>Simple Button</translate> ===
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'''note''': you may have to provide your own assets (fonts, gfx, …)
  
<source lang="lua">
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=== Button '''[[Button_class]]''' ===
--[[
+
This is the base of all Gideros buttons.
A generic button class
 
  
This code is MIT licensed, see http://www.opensource.org/licenses/mit-license.php
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{{#widget:GApp|app=ButtonDemo1.GApp|width=300|height=180}}
(C) 2010 - 2011 Gideros Mobile
 
]]
 
  
Button = Core.class(Sprite)
 
  
function Button:init(upState, downState) -- upstate and downstate are bitmaps
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=== Button Text '''[[ButtonText_class]]''' ===
self.upState = upState
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This is almost the same as '''Button''' but with some text you can add.
self.downState = downState
 
 
self.focus = false
 
  
-- set the visual state as "up"
 
self:updateVisualState(false)
 
  
-- register to all mouse and touch events
+
=== Button Disabled '''[[ButtonDisabled_class]]''' ===
self:addEventListener(Event.MOUSE_DOWN, self.onMouseDown, self)
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This is the same as '''Button''' but with a Disabled state.
self:addEventListener(Event.MOUSE_MOVE, self.onMouseMove, self)
 
self:addEventListener(Event.MOUSE_UP, self.onMouseUp, self)
 
  
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
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{{#widget:GApp|app=ButtonDisabledDemo1.GApp|width=300|height=180}}
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
 
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
 
self:addEventListener(Event.TOUCHES_CANCEL, self.onTouchesCancel, self)
 
end
 
  
function Button:onMouseDown(event)
 
if self:hitTestPoint(event.x, event.y) then
 
self.focus = true
 
self:updateVisualState(true)
 
event:stopPropagation()
 
end
 
end
 
  
function Button:onMouseMove(event)
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=== Button Toggle '''[[ButtonToggle_class]]''' ===
if self.focus then
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A button you can toggle on and off.
if not self:hitTestPoint(event.x, event.y) then
 
self.focus = false
 
self:updateVisualState(false)
 
end
 
event:stopPropagation()
 
end
 
end
 
  
function Button:onMouseUp(event)
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{{#widget:GApp|app=ButtonToggleDemo1.GApp|width=320|height=180}}
if self.focus then
 
self.focus = false
 
self:updateVisualState(false)
 
self:dispatchEvent(Event.new("click")) -- button is clicked, dispatch "click" event
 
event:stopPropagation()
 
end
 
end
 
  
-- if button is on focus, stop propagation of touch events
 
function Button:onTouchesBegin(event)
 
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
  
-- if button is on focus, stop propagation of touch events
+
=== Button Monster '''[[ButtonMonster_class]]''' ===
function Button:onTouchesMove(event)
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This button has a lot: mouse and keyboard navigation, hover, tooltip, sound, ... It may look scary but it is a nice monster ;-)
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
  
-- if button is on focus, stop propagation of touch events
+
{{#widget:GApp|app=ButtonMonsterDemo2x.GApp|width=320|height=180}}
function Button:onTouchesEnd(event)
 
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
  
-- if touches are cancelled, reset the state of the button
 
function Button:onTouchesCancel(event)
 
if self.focus then
 
self.focus = false;
 
self:updateVisualState(false)
 
event:stopPropagation()
 
end
 
end
 
  
-- if state is true show downState else show upState
+
=== Button Beast '''[[ButtonBeast_class]]''' ===
function Button:updateVisualState(state)
+
This is like the '''Button Monster''' but without tooltip and without integrated keyboard navigation.
if state then
 
if self:contains(self.upState) then
 
self:removeChild(self.upState)
 
end
 
 
if not self:contains(self.downState) then
 
self:addChild(self.downState)
 
end
 
else
 
if self:contains(self.downState) then
 
self:removeChild(self.downState)
 
end
 
 
if not self:contains(self.upState) then
 
self:addChild(self.upState)
 
end
 
end
 
end
 
  
---- USAGE
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{{#widget:GApp|app=ButtonBeastDemo1.GApp|width=320|height=180}}
---- clickable button (arrow button)
 
--local arrow = Texture.new("gfx/arrow_right.png")
 
--local arrow_pressed = Texture.new("gfx/arrow_right_down.png")
 
--local button = Button.new(Bitmap.new(arrow), Bitmap.new(arrow_pressed))
 
--button:addEventListener("click", function()
 
-- -- your code here
 
--end)
 
</source>
 
  
=== <translate>Button with Text and/or Images</translate> ===
 
  
<source lang="lua">
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{{GIDEROS IMPORTANT LINKS}}
--[[
 
A Button class with text and/or images
 
This code is MIT licensed, see http://www.opensource.org/licenses/mit-license.php
 
mokalux
 
v.1: 2020-03-02
 
]]
 
ButtonText = Core.class(Sprite)
 
 
 
function ButtonText:init(xparams)
 
-- the params
 
self.params = xparams or {}
 
self.params.upstate = xparams.upstate or nil -- img path
 
self.params.downstate = xparams.downstate or nil -- img path
 
self.params.imgscalex = xparams.imagescalex or nil -- number
 
self.params.imgscaley = xparams.imagescaley or nil -- number
 
self.params.text = xparams.text or nil -- text
 
self.params.font = xparams.font or nil -- ttf font path
 
self.params.fontsize = xparams.fontsize or 16 -- number
 
self.params.textcolorup = xparams.textcolorup or 0x0 -- color
 
self.params.textcolordown = xparams.textcolordown or self.params.textcolorup -- color
 
self.params.textscalex = xparams.textscalex or 1 -- number
 
self.params.textscaley = xparams.textscaley or self.params.textscalex -- number
 
-- let's go
 
self.sprite = Sprite.new()
 
self.sprite:setAnchorPoint(0.5,0.5)
 
self:addChild(self.sprite)
 
-- button has image?
 
if self.params.upstate ~= nil then
 
self.upstate = Bitmap.new(Texture.new(self.params.upstate))
 
self.downstate = Bitmap.new(Texture.new(self.params.downstate or self.params.upstate))
 
self.upstate:setAnchorPoint(0.5, 0.5)
 
self.downstate:setAnchorPoint(0.5, 0.5)
 
self.bmpwidth = self.upstate:getWidth()
 
self.bmpheight = self.upstate:getHeight()
 
self.sprite:addChild(self.upstate)
 
self.sprite:addChild(self.downstate)
 
self.hasbmp = true
 
else
 
self.hasbmp = false
 
end
 
-- button has text?
 
if self.params.text ~= nil then
 
self:setText(self.params.text)
 
self.hastext = true
 
else
 
self.hastext = false
 
end
 
-- warnings
 
if not self.hasbmp and not self.hastext then
 
print("*** WARNING: BUTTONTEXT NEEDS AT LEAST SOME TEXT OR SOME BITMAP! ***")
 
end
 
-- update visual state
 
self.focus = false
 
if self.hasbmp then
 
self:updateVisualState(false)
 
end
 
-- event listeners
 
self:addEventListener(Event.MOUSE_DOWN, self.onMouseDown, self)
 
self:addEventListener(Event.MOUSE_MOVE, self.onMouseMove, self)
 
self:addEventListener(Event.MOUSE_UP, self.onMouseUp, self)
 
self:addEventListener(Event.MOUSE_HOVER, self.onMouseHover, self)
 
-- mobile
 
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
 
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
 
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
 
self:addEventListener(Event.TOUCHES_CANCEL, self.onTouchesCancel, self)
 
end
 
 
 
-- FUNCTIONS
 
function ButtonText:setText(xtext)
 
if self.params.font ~= nil then
 
self.font = TTFont.new(self.params.font, self.params.fontsize)
 
end
 
if self.text == nil then
 
self.text = TextField.new(self.font, xtext, xtext)
 
else
 
self.text:setText(xtext)
 
end
 
self.text:setAnchorPoint(0.5, 0.5)
 
self.text:setScale(self.params.textscalex, self.params.textscaley)
 
self.text:setTextColor(self.params.textcolorup)
 
self.textwidth = self.text:getWidth()
 
self.textheight = self.text:getHeight()
 
self.sprite:addChild(self.text)
 
-- scale image
 
if self.hasbmp then
 
local sx = self.params.imgscalex or (self.textwidth/self.bmpwidth * 1.25)
 
local sy = self.params.imgscaley or (self.textheight/self.bmpheight * 2)
 
self.upstate:setScale(sx, sy)
 
self.downstate:setScale(sx, sy)
 
end
 
end
 
 
 
function ButtonText:setTextColor(xcolor)
 
self.text:setTextColor(xcolor or 0x0)
 
end
 
 
 
-- VISUAL STATE
 
function ButtonText:updateVisualState(xisdown)
 
if self.hasbmp then
 
if xisdown then
 
self.upstate:setVisible(false)
 
self.downstate:setVisible(true)
 
self.text:setTextColor(self.params.textcolordown)
 
else
 
self.upstate:setVisible(true)
 
self.downstate:setVisible(false)
 
self.text:setTextColor(self.params.textcolorup)
 
end
 
end
 
end
 
 
 
-- BUTTON LISTENERS
 
-- mouse
 
function ButtonText:onMouseDown(event)
 
if self:hitTestPoint(event.x, event.y) then
 
self.focus = true
 
self:updateVisualState(true)
 
event:stopPropagation()
 
end
 
end
 
function ButtonText:onMouseMove(event)
 
if self:hitTestPoint(event.x, event.y) then
 
self.focus = true
 
self:updateVisualState(true)
 
end
 
if not self:hitTestPoint(event.x, event.y) then
 
self.focus = false
 
self:updateVisualState(false)
 
end
 
event:stopPropagation()
 
end
 
function ButtonText:onMouseUp(event)
 
if self.focus then
 
self.focus = false
 
self:updateVisualState(false)
 
self:dispatchEvent(Event.new("click"))
 
event:stopPropagation()
 
end
 
end
 
function ButtonText:onMouseHover(event)
 
if self:hitTestPoint(event.x, event.y) then
 
self.focus = true
 
self:updateVisualState(true)
 
else
 
self.focus = false
 
self:updateVisualState(false)
 
end
 
event:stopPropagation()
 
end
 
-- mobile
 
function ButtonText:onTouchesBegin(event)
 
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
function ButtonText:onTouchesMove(event)
 
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
function ButtonText:onTouchesEnd(event)
 
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
function ButtonText:onTouchesCancel(event)
 
if self.focus then
 
self.focus = false
 
self:updateVisualState(false)
 
event:stopPropagation()
 
end
 
end
 
--[[
 
-- usage
 
local btn1 = ButtonText.new(
 
{text="Hello -- World", textcolorup=0xff00ff, textscalex=4,
 
upstate="gfx/btns/mid_up.png", downstate="gfx/btns/mid_down.png"}
 
)
 
btn1:setText("START")
 
btn1:setPosition(128,128)
 
stage:addChild(btn1)
 
local x=0
 
btn1:addEventListener("click", function()
 
x+=1
 
print("clicked: "..x)
 
end)
 
]]
 
</source>
 
 
 
=== <translate>Toggle Button</translate> ===
 
 
 
<source lang="lua">
 
--[[
 
ToggleButton v1.0
 
 
v1.0 - 19.3.2013
 
Initial release
 
 
Free to modify and use!
 
Matjaž Bravc
 
]]
 
 
 
ToggleButton = Core.class(Sprite)
 
 
 
function ToggleButton:init(upState, downState)
 
self.upState = upState
 
self.downState = downState
 
 
 
self.pressed = false
 
self.focus = false
 
 
 
self:updateVisualState(self.pressed)
 
 
 
self:addEventListener(Event.MOUSE_DOWN, self.onMouseDown, self)
 
self:addEventListener(Event.MOUSE_MOVE, self.onMouseMove, self)
 
self:addEventListener(Event.MOUSE_UP, self.onMouseUp, self)
 
 
 
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
 
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
 
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
 
self:addEventListener(Event.TOUCHES_CANCEL, self.onTouchesCancel, self)
 
end
 
 
 
function ToggleButton:onMouseDown(event)
 
if self:hitTestPoint(event.x, event.y) then
 
self.focus = true
 
event:stopPropagation()
 
end
 
end
 
 
 
function ToggleButton:onMouseMove(event)
 
if self.focus then
 
if not self:hitTestPoint(event.x, event.y) then
 
self.focus = false
 
end
 
event:stopPropagation()
 
end
 
end
 
 
 
function ToggleButton:onMouseUp(event)
 
if self.focus then
 
self.focus = false
 
self:updateVisualState(not self.pressed)
 
self:dispatchEvent(Event.new("click"))
 
event:stopPropagation()
 
end
 
end
 
 
 
-- if button is on focus, stop propagation of touch events
 
function ToggleButton:onTouchesBegin(event)
 
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
 
 
-- if button is on focus, stop propagation of touch events
 
function ToggleButton:onTouchesMove(event)
 
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
 
 
-- if button is on focus, stop propagation of touch events
 
function ToggleButton:onTouchesEnd(event)
 
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
 
 
-- if touches are cancelled, reset the state of the button
 
function ToggleButton:onTouchesCancel(event)
 
if self.focus then
 
self.focus = false
 
self:updateVisualState(false) -- XXX
 
event:stopPropagation()
 
end
 
end
 
 
 
-- if state is true show downState else show upState
 
function ToggleButton:updateVisualState(state)
 
self.pressed = state
 
 
 
-- Modification to allow single state buttons (checkboxes etc)
 
if not self.downState then
 
if not self:contains(self.upState) then
 
self:addChild(self.upState)
 
end
 
return
 
end
 
 
 
if self.pressed then
 
if self:contains(self.upState) then
 
self:removeChild(self.upState)
 
end
 
if not self:contains(self.downState) then
 
self:addChild(self.downState)
 
end
 
else
 
if self:contains(self.downState) then
 
self:removeChild(self.downState)
 
end
 
if not self:contains(self.upState) then
 
self:addChild(self.upState)
 
end
 
end
 
end
 
 
 
function ToggleButton:isPressed()
 
return self.pressed
 
end
 
 
 
---- USAGE
 
--local btntoggle = ToggleButton.new(Bitmap.new(Texture.new("gfx/off.png", true)), Bitmap.new(Texture.new("gfx/on.png", true)))
 
--stage:addChild(btntoggle)
 
--btntoggle:addEventListener("click", function()
 
-- print(btntoggle:isPressed())
 
--end)
 
</source>
 
 
 
{{Welcome!}}
 

Latest revision as of 19:44, 1 December 2023

Here you will find various resources to help you create buttons in Gideros Studio.

DESKTOPS, MOBILE & HTML5 COMPATIBLE THEY ARE!

note: you may have to provide your own assets (fonts, gfx, …)

Button Button_class

This is the base of all Gideros buttons.


Button Text ButtonText_class

This is almost the same as Button but with some text you can add.


Button Disabled ButtonDisabled_class

This is the same as Button but with a Disabled state.


Button Toggle ButtonToggle_class

A button you can toggle on and off.


Button Monster ButtonMonster_class

This button has a lot: mouse and keyboard navigation, hover, tooltip, sound, ... It may look scary but it is a nice monster ;-)


Button Beast ButtonBeast_class

This is like the Button Monster but without tooltip and without integrated keyboard navigation.