Difference between revisions of "UI Buttons"

From GiderosMobile
Line 3: Line 3:
 
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''': UDD = Up Down Disabled images.<br/>
+
'''note''': you may have to provide your own assets (fonts, gfx, …).
'''note2''': you may have to provide your own assets (fonts, gfx, …).
+
 
 +
'''note2''':
 +
* '''H''' = button Hover
 +
* '''U''' = button Up state
 +
* '''D''' = button Down state
 +
* '''D''' = button Disabled state
  
 
=== Simple Button ===
 
=== Simple Button ===
Line 15: Line 20:
 
Please follow this link: '''[[button_text_class]]'''
 
Please follow this link: '''[[button_text_class]]'''
  
=== Button with Text and/or Images ===
+
=== Button Hover Image Text ===
 
Please follow this link: '''[[button_hover_image_text_class]]'''
 
Please follow this link: '''[[button_hover_image_text_class]]'''
  
 +
=== Button Image Text HUDD ===
 +
Please follow this link: '''[[button_image_text_HUDD_class]]'''
  
  
  
=== Button with Text and/or Images UDD ===
 
'''This button has it all (almost) :-)'''<br/>
 
'''note''': You don't have to use all parameters (UDD), for example you can create a button with text only.
 
<syntaxhighlight lang="lua">
 
--[[
 
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
 
</syntaxhighlight>
 
  
  

Revision as of 06:55, 19 November 2023

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, …).

note2:

  • H = button Hover
  • U = button Up state
  • D = button Down state
  • D = button Disabled state

Simple Button

Please follow this link: simple_button_class

Simple Button with Up, Down and Disabled state (UDD)

Please follow this link: simple_buttonudd_class

Text Button

Please follow this link: button_text_class

Button Hover Image Text

Please follow this link: button_hover_image_text_class

Button Image Text HUDD

Please follow this link: button_image_text_HUDD_class





Button with Text, Pixel, Images 9 Patch, UDD, Tooltip

This button is the most complete :-)
note: You don't have to use all parameters, for example you can create a button with text only.

--[[
ButtonTextP9UDDT
A Button class with text, Pixel, images 9patch (Up, Down, Disabled) and Tooltip
This code is CC0
github: mokalux
v 0.1.6:  2021-05-29 fixed tooltip not disappearing + removed unnecessary sprite + added more params
v 0.1.5:  2020-08-25 replaced font params with ttf params for better control
v 0.1.41: 2020-08-19 added tooltip text scale and color
v 0.1.4:  2020-06-08 removed useless variables + the class was somehow broken :/
v 0.1.3:  2020-03-30 added tooltiptext
v 0.1.2:  2020-03-29 added nine patch
v 0.1.1:  2020-03-28 added pixel
v 0.1.0:  2020-03-28 init (based on the initial gideros generic button class)
]]
--[[
-- SAMPLE
	local mybtn03 = ButtonTextP9UDDT.new({
		pixelcolorup=0x123456, pixelpaddingx=196, pixelpaddingy=16,
		text="     XXX     ", ttf=font01,
		textcolorup=0xA6740C, textcolordown=0xF2B941,
		hover=1,
		tooltiptext="disabled", tooltipoffsetx=96,
		isautoscale=0,
	})
	mybtn03:setDisabled(true)
	mybtn03.text:setText("    GEEL    ")
	mybtn03.params.tooltiptext = "GEEL"
	mybtn03:setPosition(myappwidth/2, 7*myappheight/10)
	self:addChild(mybtn03)
	self.mybtn03:addEventListener("clicked", function()
		-- code
	end)
]]

ButtonTextP9UDDT = Core.class(Sprite)

function ButtonTextP9UDDT:init(xparams)
	-- the params table
	self.params = xparams or {}
	-- pixel?
	self.params.pixelcolorup = xparams.pixelcolorup or nil -- color
	self.params.pixelcolordown = xparams.pixelcolordown or nil -- color
	self.params.pixelcolordisabled = xparams.pixelcolordisabled or 0x555555 -- color
	self.params.pixelalpha = xparams.pixelalpha or 1 -- number between 0 and 1
	self.params.pixelscalex = xparams.pixelscalex or 1 -- number
	self.params.pixelscaley = xparams.pixelscaley or 1 -- number
	self.params.pixelpaddingx = xparams.pixelpaddingx or 12 -- number
	self.params.pixelpaddingy = xparams.pixelpaddingy or 12 -- number
	-- textures?
	self.params.imgup = xparams.imgup or nil -- img up path
	self.params.imgdown = xparams.imgdown or nil -- img down path
	self.params.imgdisabled = xparams.imgdisabled or nil -- img disabled path
	self.params.imagealpha = xparams.imagealpha or 1 -- number between 0 and 1
	self.params.imgscalex = xparams.imgscalex or 1 -- number
	self.params.imgscaley = xparams.imgscaley or 1 -- number
	self.params.imagepaddingx = xparams.imagepaddingx or nil -- number (nil = auto, the image width)
	self.params.imagepaddingy = xparams.imagepaddingy or nil -- number (nil = auto, the image height)
	-- text?
	self.params.text = xparams.text or nil -- string
	self.params.ttf = xparams.ttf or nil -- ttf
	self.params.textcolorup = xparams.textcolorup or 0x0 -- color
	self.params.textcolordown = xparams.textcolordown or self.params.textcolorup -- color
	self.params.textcolordisabled = xparams.textcolordisabled or 0x777777 -- color
	self.params.textalpha = xparams.textalpha or 1 -- number between 0 and 1
	self.params.textscalex = xparams.textscalex or 1 -- number
	self.params.textscaley = xparams.textscaley or self.params.textscalex -- number
	-- tool tip?
	self.params.tooltiptext = xparams.tooltiptext or nil -- string
	self.params.tooltipttf = xparams.tooltipttf or nil -- ttf
	self.params.tooltiptextcolor = xparams.tooltiptextcolor or 0xff00ff -- color
	self.params.tooltiptextscale = xparams.tooltiptextscale or 3 -- number
	self.params.tooltipoffsetx = xparams.tooltipoffsetx or 0 -- number
	self.params.tooltipoffsety = xparams.tooltipoffsety or 0 -- number
	-- EXTRAS
	self.params.hover = xparams.hover or 0 -- number 0 or 1 (default 0 = false)
	self.params.isautoscale = xparams.isautoscale or 1 -- number 0 or 1 (default 1 = true)
	-- LET'S GO!
	if self.params.hover == 0 then self.params.hover = false else self.params.hover = true end
	if self.params.isautoscale == 0 then self.params.isautoscale = false else self.params.isautoscale = true end
	-- warnings
	if not self.params.imgup and not self.params.imgdown and not self.params.imgdisabled
		and not self.params.pixelcolorup and not self.params.text and not self.params.tooltiptext then
		print("*** WARNING: YOUR BUTTON IS EMPTY! ***")
	else
		-- button sprite holder
		self.sprite = Sprite.new()
		self:addChild(self.sprite)
		self:setButton()
	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 not self.params.hover and not self.params.tooltiptext then
		print("mouse hover event listener removed")
		self:removeEventListener(Event.MOUSE_HOVER, self.onMouseHover, self)
	end
end

-- FUNCTIONS
function ButtonTextP9UDDT:setButton()
	local textwidth, textheight
	local bmps = {}
	-- text
	if self.params.text then
		self.text = TextField.new(self.params.ttf, self.params.text, self.params.text)
		self.text:setAnchorPoint(0.5, 0.5)
		self.text:setScale(self.params.textscalex, self.params.textscaley)
		self.text:setTextColor(self.params.textcolorup)
		self.text:setAlpha(self.params.textalpha)
		textwidth, textheight = self.text:getWidth(), self.text:getHeight()
	end
	-- first add pixel
	if self.params.pixelcolorup then
		if self.params.isautoscale and self.params.text then
			self.pixel = Pixel.new(
				self.params.pixelcolorup, self.params.pixelalpha,
				textwidth + self.params.pixelpaddingx,
				textheight + self.params.pixelpaddingy)
		else
			self.pixel = Pixel.new(
				self.params.pixelcolorup, self.params.pixelalpha,
				self.params.pixelpaddingx,
				self.params.pixelpaddingy)
		end
		self.pixel:setAnchorPoint(0.5, 0.5)
		self.pixel:setScale(self.params.pixelscalex, self.params.pixelscaley)
		self.sprite:addChild(self.pixel)
	end
	-- then images
	if self.params.imgup then
		local texup = Texture.new(self.params.imgup)
		if self.params.isautoscale and self.params.text then
			self.bmpup = Pixel.new(texup,
				textwidth + (self.params.imagepaddingx),
				textheight + (self.params.imagepaddingy))
		else
			self.bmpup = Pixel.new(texup, self.params.imagepaddingx, self.params.imagepaddingy)
		end
		bmps[self.bmpup] = 1
	end
	if self.params.imgdown then
		local texdown = Texture.new(self.params.imgdown)
		if self.params.isautoscale and self.params.text then
			self.bmpdown = Pixel.new(texdown,
				textwidth + (self.params.imagepaddingx),
				textheight + (self.params.imagepaddingy))
		else
			self.bmpdown = Pixel.new(texdown, self.params.imagepaddingx, self.params.imagepaddingy)
		end
		bmps[self.bmpdown] = 2
	end
	if self.params.imgdisabled then
		local texdisabled = Texture.new(self.params.imgdisabled)
		if self.params.isautoscale and self.params.text then
			self.bmpdisabled = Pixel.new(texdisabled,
				textwidth + (self.params.imagepaddingx),
				textheight + (self.params.imagepaddingy))
		else
			self.bmpdisabled = Pixel.new(texdisabled, self.params.imagepaddingx, self.params.imagepaddingy)
		end
		bmps[self.bmpdisabled] = 3
	end
	-- image batch
	for k, _ in pairs(bmps) do
		k:setAnchorPoint(0.5, 0.5)
		k:setAlpha(self.params.imagealpha)
		local split = 9 -- magik number
		k:setNinePatch(math.floor(k:getWidth()/split), math.floor(k:getWidth()/split),
			math.floor(k:getHeight()/split), math.floor(k:getHeight()/split))
		self.sprite:addChild(k)
	end
	-- finally add text on top of all
	if self.params.text then self.sprite:addChild(self.text) end
	-- and the tooltip text
	if self.params.tooltiptext then
		self.tooltiptext = TextField.new(self.params.tooltipttf, self.params.tooltiptext, self.params.tooltiptext)
		self.tooltiptext:setScale(self.params.tooltiptextscale)
		self.tooltiptext:setTextColor(self.params.tooltiptextcolor)
		self.tooltiptext:setVisible(false)
--		self.sprite:addChild(self.tooltiptext) -- best to add here?
		self:addChild(self.tooltiptext) -- or here to self?
	end
end

-- VISUAL STATE
function ButtonTextP9UDDT:updateVisualState(xstate)
	if self.disabled then -- button is disabled
		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.pixelcolordisabled ~= nil then self.pixel:setColor(self.params.pixelcolordisabled) end
		if self.params.text ~= nil then self.text:setTextColor(self.params.textcolordisabled) end
	elseif not self.params.hover then -- no hover
		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.pixelcolorup ~= nil then self.pixel:setColor(self.params.pixelcolorup) end
		if self.params.text ~= nil then self.text:setTextColor(self.params.textcolorup) end
	else -- hover
		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.pixelcolordown ~= nil then self.pixel:setColor(self.params.pixelcolordown) 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.pixelcolorup ~= nil then self.pixel:setColor(self.params.pixelcolorup) end
			if self.params.text ~= nil then self.text:setTextColor(self.params.textcolorup) end
		end
	end

--	if self.params.tooltiptext and not self.disabled then -- you can choose this option: hides the tooltip when button is disabled
	if self.params.tooltiptext then -- or this option: shows the tooltip even when button is disabled
		if xstate then -- button hover state
			if self.disabled then self.tooltiptext:setText("( "..self.params.tooltiptext.." )")
			else self.tooltiptext:setText(self.params.tooltiptext)
			end
			self.tooltiptext:setVisible(true)
		else -- button no hover state
			self.tooltiptext:setVisible(false)
		end
	end
end

-- disabled
function ButtonTextP9UDDT:setDisabled(xdisabled)
	if self.disabled == xdisabled then return end
	self.disabled = xdisabled
	self.focus = false
	self:updateVisualState(false)
end
function ButtonTextP9UDDT:isDisabled() return self.disabled end

-- MOUSE LISTENERS
function ButtonTextP9UDDT:onMouseDown(e)
	if self:hitTestPoint(e.x, e.y) and self:getParent():isVisible() then
		self.focus = true
		self.isclicked = true
		self:updateVisualState(self.focus)
		e:stopPropagation()
	end
end
function ButtonTextP9UDDT:onMouseMove(e)
	if self:hitTestPoint(e.x, e.y) and self:getParent():isVisible() then self.focus = true
	else self.focus = false
	end
	self:updateVisualState(self.focus)
end
function ButtonTextP9UDDT:onMouseUp(e)
	if self.focus and self.isclicked then
		self.focus = false
		self.isclicked = false
		if not self.disabled then self:dispatchEvent(Event.new("clicked")) end
		e:stopPropagation()
	end
end
function ButtonTextP9UDDT:onMouseHover(e)
	if self.sprite:hitTestPoint(e.x, e.y) and self.sprite:isVisible() then
		if self.params.tooltiptext then
			self.tooltiptext:setPosition(self.sprite:globalToLocal(e.x + self.params.tooltipoffsetx, e.y + self.params.tooltipoffsety))
		end
		self.focus = true
	else
		self.focus = false
	end
	self:updateVisualState(self.focus)
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