Difference between revisions of "UI Buttons"
From GiderosMobile
m (a little typo in the code) |
m (fixed some code) |
||
Line 435: | Line 435: | ||
self.focus = false | self.focus = false | ||
self:updateVisualState(false) | self:updateVisualState(false) | ||
− | + | -- event:stopPropagation() -- you may want to comment this line | |
end | end | ||
end | end | ||
Line 707: | Line 707: | ||
self.focus = false | self.focus = false | ||
self:updateVisualState(false) | self:updateVisualState(false) | ||
− | + | -- e:stopPropagation() -- you may want to comment this line | |
end | end | ||
end | end | ||
Line 879: | Line 879: | ||
end | end | ||
end | end | ||
+ | end | ||
+ | |||
+ | function ToggleButton:setPressed(xbool) | ||
+ | self:updateVisualState(xbool) | ||
end | end | ||
Revision as of 06:26, 15 March 2020
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, …).
Simple Button
--[[
A generic button class
This code is MIT licensed, see http://www.opensource.org/licenses/mit-license.php
(C) 2010 - 2011 Gideros Mobile
]]
--[[
-- USAGE
-- 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)
]]
Button = Core.class(Sprite)
function Button:init(upState, downState) -- upstate and downstate are bitmaps
self.upState = upState
self.downState = downState
self.focus = false
-- set the visual state as "up"
self:updateVisualState(false)
-- register to all mouse and touch events
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 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)
if self.focus then
if not self:hitTestPoint(event.x, event.y) then
self.focus = false
self:updateVisualState(false)
end
event:stopPropagation()
end
end
function Button:onMouseUp(event)
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
function Button:onTouchesMove(event)
if self.focus then
event:stopPropagation()
end
end
-- if button is on focus, stop propagation of touch events
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
function Button:updateVisualState(state)
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
Button with an Up, Down and Disabled state (UDD)
--[[
A generic button class with an up, down and disabled state (UDD)
This code is MIT licensed, see http://www.opensource.org/licenses/mit-license.php
(C) 2010 - 2011 Gideros Mobile
]]
--[[
--usage
local button = ButtonUDD.new(
Bitmap.new(Texture.new("gfx/button-up.png")), -- up state
Bitmap.new(Texture.new("gfx/button-down.png")), -- down state
Bitmap.new(Texture.new("gfx/button-disabled.png")) -- disabled state
)
button:setPosition(70, 130)
stage:addChild(button)
local function onRecord()
-- play:setDisabled(true)
-- record:removeFromParent()
-- stage:addChild(recordStop)
-- microphone:start()
end
button:addEventListener(Event.CLICK, onRecord)
]]
Event.CLICK = "click"
ButtonUDD = Core.class(Sprite)
function ButtonUDD:init(upState, downState, disabledState)
self.upState = upState
self.downState = downState
self.disabledState = disabledState or upState
self.focus = false
self.disabled = false
-- set the visual state as "up"
self:updateVisualState(false)
-- register to all mouse and touch events
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 ButtonUDD:onMouseDown(event)
if self:hitTestPoint(event.x, event.y) then
self.focus = true
self:updateVisualState(true)
event:stopPropagation()
end
end
function ButtonUDD:onMouseMove(event)
if self.focus then
if not self:hitTestPoint(event.x, event.y) then
self.focus = false
self:updateVisualState(false)
end
event:stopPropagation()
end
end
function ButtonUDD:onMouseUp(event)
if self.focus then
self.focus = false
self:updateVisualState(false)
if not self.disabled then
self:dispatchEvent(Event.new(Event.CLICK)) -- button is clicked, dispatch "click" event
end
event:stopPropagation()
end
end
-- if button is on focus, stop propagation of touch events
function ButtonUDD:onTouchesBegin(event)
if self.focus then
event:stopPropagation()
end
end
-- if button is on focus, stop propagation of touch events
function ButtonUDD:onTouchesMove(event)
if self.focus then
event:stopPropagation()
end
end
-- if button is on focus, stop propagation of touch events
function ButtonUDD:onTouchesEnd(event)
if self.focus then
event:stopPropagation()
end
end
-- if touches are cancelled, reset the state of the button
function ButtonUDD:onTouchesCancel(event)
if self.focus then
self.focus = false
self:updateVisualState(false)
end
end
-- if state is true show downState else show upState
function ButtonUDD:updateVisualState(state)
self.upState:removeFromParent()
self.downState:removeFromParent()
self.disabledState:removeFromParent()
if self.disabled then
self:addChild(self.disabledState)
else
if state then
self:addChild(self.downState)
else
self:addChild(self.upState)
end
end
end
function ButtonUDD:setDisabled(disabled)
if self.disabled == disabled then
return
end
self.disabled = disabled
self.focus = false
self:updateVisualState(false)
end
function ButtonUDD:isDisabled()
return self.disabled
end
Button with Text and/or Images
--[[
A Button class with text and/or image
This code is MIT licensed, see http://www.opensource.org/licenses/mit-license.php
github: mokalux
v 0.1.1: 2020-03-07 added optional mouse hover effect params (mouse hover effect default is true)
v 0.1.0: 2020-03-02 init (based on the initial gideros generic button class)
]]
--[[
-- sample usage
local button = ButtonText.new(
{
text="01", textscalex=4, textcolorup=0x0, textcolordown=0xffff00,
imgdown="gfx/ui/Blue.png", nohover=true,
}
)
button:setPosition(128, 128)
self:addChild(button)
button:addEventListener("click", function()
-- your code here
end)
]]
ButtonText = Core.class(Sprite)
function ButtonText:init(xparams)
-- the params
self.params = xparams or {}
self.params.imgup = xparams.imgup or nil -- img up path
self.params.imgdown = xparams.imgdown or self.params.imgup -- img down path
self.params.imgscalex = xparams.imgscalex or nil -- number or nil = autoscale
self.params.imgscaley = xparams.imgscaley or nil -- number or nil = autoscale
self.params.text = xparams.text or nil -- string
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
self.params.nohover = xparams.nohover or nil -- boolean
-- let's go
self.sprite = Sprite.new()
self.sprite:setAnchorPoint(0.5,0.5)
self:addChild(self.sprite)
-- button has up state image?
if self.params.imgup ~= nil then
self.bmpup = Bitmap.new(Texture.new(self.params.imgup))
self.bmpup:setAnchorPoint(0.5, 0.5)
self.bmpupwidth = self.bmpup:getWidth()
self.bmpupheight = self.bmpup:getHeight()
self.sprite:addChild(self.bmpup)
self.hasbmpup = true
else
self.hasbmpup = false
end
-- button has down state image?
if self.params.imgdown ~= nil then
self.bmpdown = Bitmap.new(Texture.new(self.params.imgdown))
self.bmpdown:setAnchorPoint(0.5, 0.5)
self.bmpdownwidth = self.bmpdown:getWidth()
self.bmpdownheight = self.bmpdown:getHeight()
self.sprite:addChild(self.bmpdown)
self.hasbmpdown = true
else
self.hasbmpdown = 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.hasbmpup and not self.hasbmpdown and not self.hastext then
print("*** WARNING: BUTTONTEXT NEEDS AT LEAST SOME TEXT OR SOME BITMAPS! ***")
end
-- update visual state
self.focus = false
self:updateVisualState(false)
-- 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)
if self.params.nohover then
-- print("*** no mouse hover effect ***")
self:removeEventListener(Event.MOUSE_HOVER, self.onMouseHover, self)
end
-- 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:setText(xtext)
else
self.text = TextField.new(self.font, xtext, 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.hasbmpup then
local sx, sy = 1, 1
if self.bmpupwidth < self.textwidth then
sx = self.params.imgscalex or (self.textwidth/self.bmpupwidth * 1.25)
sy = self.params.imgscaley or (self.textheight/self.bmpupheight * 2)
end
self.bmpup:setScale(sx, sy)
end
if self.hasbmpdown then
local sx, sy = 1, 1
if self.bmpdownwidth < self.textwidth then
sx = self.params.imgscalex or (self.textwidth/self.bmpdownwidth * 1.25)
sy = self.params.imgscaley or (self.textheight/self.bmpdownheight * 2)
end
self.bmpdown:setScale(sx, sy)
end
end
function ButtonText:setTextColor(xcolor)
self.text:setTextColor(xcolor or 0x0)
end
-- VISUAL STATE
function ButtonText:updateVisualState(xisdown)
if xisdown then
if self.params.imgup ~= nil then self.bmpup:setVisible(false) end
if self.params.imgdown ~= nil then self.bmpdown:setVisible(true) end
if self.params.text ~= nil then self.text:setTextColor(self.params.textcolordown) end
else
if self.params.imgup ~= nil then self.bmpup:setVisible(true) end
if self.params.imgdown ~= nil then self.bmpdown:setVisible(false) end
if self.params.text ~= nil then 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)
event:stopPropagation()
end
if not self:hitTestPoint(event.x, event.y) then
self.focus = false
self:updateVisualState(false)
-- event:stopPropagation() -- you may want to comment this line
end
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
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
Button with Text and/or Images UDD
This button has it all :-)
--[[
A Button class with text and/or image with Up state, Down state, Disabled state (UDD)
This code is MIT licensed, see http://www.opensource.org/licenses/mit-license.php
github: mokalux
v 0.1.0: 2020-03-09 init (based on the initial gideros generic button class)
]]
--[[
-- sample usage
local button = ButtonTextUDD.new(
{
text="01", textscalex=4, textcolorup=0x0, textcolordown=0xffff00,
imgdown="gfx/ui/Blue.png",
nohover=false,
}
)
button:setPosition(64, 2 * 16)
stage:addChild(button)
local button2 = ButtonTextUDD.new(
{
text="02 CAN DO", textscalex=4, textcolorup=0x0, textcolordown=0xffff00,
imgup="gfx/ui/blue (2).png", imgdown="gfx/ui/Blue.png", imgdisabled="gfx/ui/blocker2.png",
nohover=true,
}
)
button2:setPosition(64, 4 * 16)
stage:addChild(button2)
button:addEventListener("clicked", function()
button2:setDisabled(not button2:isDisabled())
end)
button2:addEventListener("click", function()
-- your code here
end)
]]
ButtonTextUDD = Core.class(Sprite)
function ButtonTextUDD:init(xparams)
-- the params
self.params = xparams or {}
self.params.imgup = xparams.imgup or nil -- img up path
self.params.imgdown = xparams.imgdown or self.params.imgup -- img down path
self.params.imgdisabled = xparams.imgdisabled or self.params.imgup -- img disabled path
self.params.imgscalex = xparams.imgscalex or nil -- number or nil = autoscale
self.params.imgscaley = xparams.imgscaley or nil -- number or nil = autoscale
self.params.text = xparams.text or nil -- string
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.textcolordisabled = xparams.textcolordisabled or 0x555555 -- color
self.params.textscalex = xparams.textscalex or 1 -- number
self.params.textscaley = xparams.textscaley or self.params.textscalex -- number
self.params.nohover = xparams.nohover or nil -- boolean
-- let's go
self.sprite = Sprite.new()
self.sprite:setAnchorPoint(0.5,0.5)
self:addChild(self.sprite)
-- button has up state image?
if self.params.imgup ~= nil then
self.bmpup = Bitmap.new(Texture.new(self.params.imgup))
self.bmpup:setAnchorPoint(0.5, 0.5)
self.bmpupwidth = self.bmpup:getWidth()
self.bmpupheight = self.bmpup:getHeight()
self.sprite:addChild(self.bmpup)
self.hasbmpup = true
else
self.hasbmpup = false
end
-- button has down state image?
if self.params.imgdown ~= nil then
self.bmpdown = Bitmap.new(Texture.new(self.params.imgdown))
self.bmpdown:setAnchorPoint(0.5, 0.5)
self.bmpdownwidth = self.bmpdown:getWidth()
self.bmpdownheight = self.bmpdown:getHeight()
self.sprite:addChild(self.bmpdown)
self.hasbmpdown = true
else
self.hasbmpdown = false
end
-- button has disabled state image?
if self.params.imgdisabled ~= nil then
self.bmpdisabled = Bitmap.new(Texture.new(self.params.imgdisabled))
self.bmpdisabled:setAnchorPoint(0.5, 0.5)
self.bmpdisabledwidth = self.bmpdown:getWidth()
self.bmpdisabledheight = self.bmpdown:getHeight()
self.sprite:addChild(self.bmpdisabled)
self.hasbmpdisabled = true
else
self.hasbmpdisabled = 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.hasbmpup and not self.hasbmpdown and not self.hasbmpdisabled and not self.hastext then
print("*** WARNING: BUTTONTEXT NEEDS AT LEAST SOME TEXT OR SOME BITMAPS! ***")
end
-- update visual state
self.focus = false
self.disabled = false
self:updateVisualState(false)
-- 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)
if self.params.nohover then
print("*** no mouse hover effect ***")
self:removeEventListener(Event.MOUSE_HOVER, self.onMouseHover, self)
end
-- 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 ButtonTextUDD: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:setText(xtext)
else
self.text = TextField.new(self.font, xtext, 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.hasbmpup then
local sx, sy = 1, 1
if self.bmpupwidth < self.textwidth then
sx = self.params.imgscalex or (self.textwidth/self.bmpupwidth * 1.25)
sy = self.params.imgscaley or (self.textheight/self.bmpupheight * 2)
end
self.bmpup:setScale(sx, sy)
end
if self.hasbmpdown then
local sx, sy = 1, 1
if self.bmpdownwidth < self.textwidth then
sx = self.params.imgscalex or (self.textwidth/self.bmpdownwidth * 1.25)
sy = self.params.imgscaley or (self.textheight/self.bmpdownheight * 2)
end
self.bmpdown:setScale(sx, sy)
end
if self.hasbmpdisabled then
local sx, sy = 1, 1
if self.bmpdisabledwidth < self.textwidth then
sx = self.params.imgscalex or (self.textwidth/self.bmpdisabledwidth * 1.25)
sy = self.params.imgscaley or (self.textheight/self.bmpdisabledheight * 2)
end
self.bmpdisabled:setScale(sx, sy)
end
end
function ButtonTextUDD:setTextColor(xcolor)
self.text:setTextColor(xcolor or 0x0)
end
-- VISUAL STATE
function ButtonTextUDD:updateVisualState(xstate)
if self.disabled then -- button disabled state
if self.params.imgup ~= nil then self.bmpup:setVisible(false) end
if self.params.imgdown ~= nil then self.bmpdown:setVisible(false) end
if self.params.imgdisabled ~= nil then self.bmpdisabled:setVisible(true) end
if self.params.text ~= nil then self.text:setTextColor(self.params.textcolordisabled) end
else
if xstate then -- button down state
if self.params.imgup ~= nil then self.bmpup:setVisible(false) end
if self.params.imgdown ~= nil then self.bmpdown:setVisible(true) end
if self.params.imgdisabled ~= nil then self.bmpdisabled:setVisible(false) end
if self.params.text ~= nil then self.text:setTextColor(self.params.textcolordown) end
else -- button up state
if self.params.imgup ~= nil then self.bmpup:setVisible(true) end
if self.params.imgdown ~= nil then self.bmpdown:setVisible(false) end
if self.params.imgdisabled ~= nil then self.bmpdisabled:setVisible(false) end
if self.params.text ~= nil then self.text:setTextColor(self.params.textcolorup) end
end
end
end
function ButtonTextUDD:setDisabled(xdisabled)
if self.disabled == xdisabled then
return
end
self.disabled = xdisabled
self.focus = false
self:updateVisualState(false)
end
function ButtonTextUDD:isDisabled()
return self.disabled
end
-- BUTTON LISTENERS
-- mouse
function ButtonTextUDD:onMouseDown(e)
if self:hitTestPoint(e.x, e.y) then
self.focus = true
self:updateVisualState(true)
e:stopPropagation()
end
end
function ButtonTextUDD:onMouseMove(e)
if self:hitTestPoint(e.x, e.y) then
self.focus = true
self:updateVisualState(true)
e:stopPropagation()
end
if self.focus then
if not self:hitTestPoint(e.x, e.y) then
self.focus = false
self:updateVisualState(false)
-- e:stopPropagation() -- you may want to comment this line
end
end
end
function ButtonTextUDD:onMouseUp(e)
if self.focus then
self.focus = false
self:updateVisualState(false)
if not self.disabled then
self:dispatchEvent(Event.new("clicked")) -- button is clicked, dispatch "click" event
end
e:stopPropagation()
end
end
function ButtonTextUDD:onMouseHover(e)
if self:hitTestPoint(e.x, e.y) then
self.focus = true
self:updateVisualState(true)
else
self.focus = false
self:updateVisualState(false)
end
end
-- touch
function ButtonTextUDD:onTouchesBegin(e)
if self.focus then
e:stopPropagation()
end
end
function ButtonTextUDD:onTouchesMove(e)
if self.focus then
e:stopPropagation()
end
end
function ButtonTextUDD:onTouchesEnd(e)
if self.focus then
e:stopPropagation()
end
end
function ButtonTextUDD:onTouchesCancel(e)
if self.focus then
self.focus = false
self:updateVisualState(false)
e:stopPropagation()
end
end
Toggle Button
--[[
ToggleButton v1.0
v1.0 - 19.3.2013
Initial release
Free to modify and use!
Matjaž Bravc
]]
--[[
-- 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)
]]
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:setPressed(xbool)
self:updateVisualState(xbool)
end
function ToggleButton:isPressed()
return self.pressed
end