UI Buttons
From GiderosMobile
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 and/or Images
--[[
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)
]]
Toggle Button
--[[
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)