Difference between revisions of "UI Buttons"

From GiderosMobile
(added button with text)
m
Line 242: Line 242:
 
end
 
end
  
-- BUTTON LISTENERS
+
-- BUTTONTEXT LISTENERS
 
function ButtonText:onMouseDown(event)
 
function ButtonText:onMouseDown(event)
 
if self:hitTestPoint(event.x, event.y) then
 
if self:hitTestPoint(event.x, event.y) then

Revision as of 12:33, 13 August 2019


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 
]]

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

---- 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 with Text


ButtonText = Core.class(Sprite)

function ButtonText:init(text, tfont, tcolor, tscalex, tscaley, upState, downState)
	if text ~= nil then
		self.text = TextField.new(tfont, text, text) -- string
		self.text:setAnchorPoint(0.5, 0.5)
		self.text:setScale(tscalex or 1, tscaley or 1)
		self.text:setTextColor(tcolor or 0xFFFFFF)
		self.textwidth = self.text:getWidth()
		self.textheight = self.text:getHeight()
		self:addChild(self.text)
		self.hastext = true
	else
		self.hastext = false
	end

	if upState ~= nil then
		self.upState = Bitmap.new(Texture.new(upState))-- png path
		self.downState = Bitmap.new(Texture.new(downState or upState)) -- png path
		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.hasbmp = true
	else
		self.hasbmp = false
	end

	if not self.hastext and not self.hasbmp then
		print("*** ERROR: BUTTONTEXT NEEDS AT LEAST SOME TEXT OR SOME BITMAP! ***")
	end

	if self.hasbmp then
		self:updateVisualState(false)
	end

	self.focus = false

	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

-- BUTTONTEXT FUNCTIONS
function ButtonText:setTextView(xcolor, xscalex, xscaley)
	self.text:setTextColor(xcolor)
	self.text:setScale(xscalex, xscaley)
end

function ButtonText:setText(xtext, xupper)
	if xupper then
		self.text:setText(string.upper(xtext))
	else
		self.text:setText(xtext)
	end
end

function ButtonText:setTextColor(xcolor)
	self.text:setTextColor(xcolor or 0xff0000)
end

function ButtonText:show()
	self:addChild(self.text)
	if self.downState ~= nil then self:addChild(self.downState) end
	if self.upState ~= nil then self:addChild(self.upState) end
end

function ButtonText:hide()
	self:removeChild(self.text)
	if self.downState ~= nil then self:removeChild(self.downState) end
	if self.upState ~= nil then self:removeChild(self.upState) end
end

function ButtonText:updateVisualState(state)
	if self.hasbmp then
		-- if state is true show downState bitmap else show upState bitmap
		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

			if self:contains(self.text) then
				self:addChild(self.text)
			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

			if self:contains(self.text) then
				self:addChild(self.text)
			end
		end
	end
end

-- BUTTONTEXT LISTENERS
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.focus then
		if not self:hitTestPoint(event.x, event.y) then
			self.focus = false;
			self:updateVisualState(false)
		end
		event:stopPropagation()
	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:onTouchesBegin(event)
	-- if button is on focus, stop propagation of touch events
	if self.focus then
		event:stopPropagation()
	end
end

function ButtonText:onTouchesMove(event)
	-- if button is on focus, stop propagation of touch events
	if self.focus then
		event:stopPropagation()
	end
end

function ButtonText:onTouchesEnd(event)
	-- if button is on focus, stop propagation of touch events
	if self.focus then
		event:stopPropagation()
	end
end

function ButtonText:onTouchesCancel(event)
	-- if touches are cancelled, reset the state of the button
	if self.focus then
		self.focus = false;
		self:updateVisualState(false)
		event:stopPropagation()
	end
end

---- USAGE
--local btntext = ButtonText.new("Level 1", nil, 0xFF0000, 3, 3, "gfx/ui/button.png", nil)
--btntext:setPosition(128, 128)
--stage:addChild(btntext)
--btntext:addEventListener("click", function()
--	-- your code here
--end)