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''': UDD = Up Down Disabled images.<br/>
+
'''DESKTOPS, MOBILE & HTML5 COMPATIBLE THEY ARE!'''
'''note2''': You may have to provide your own assets (fonts, gfx, …).
 
  
=== Simple Button ===
+
'''note''': you may have to provide your own assets (fonts, gfx, …)
<source lang="lua">
 
--[[
 
A generic button class
 
  
This code is MIT licensed, see http://www.opensource.org/licenses/mit-license.php
+
=== Button '''[[Button_class]]''' ===
(C) 2010 - 2011 Gideros Mobile
+
This is the base of all Gideros buttons.
]]
 
--[[
 
-- 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)
+
{{#widget:GApp|app=ButtonDemo1.GApp|width=300|height=180}}
  
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"
+
=== Button Text '''[[ButtonText_class]]''' ===
self:updateVisualState(false)
+
This is almost the same as '''Button''' but with some text you can add.
  
-- 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)
+
=== Button Disabled '''[[ButtonDisabled_class]]''' ===
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
+
This is the same as '''Button''' but with a Disabled state.
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
 
self:addEventListener(Event.TOUCHES_CANCEL, self.onTouchesCancel, self)
 
end
 
  
function Button:onMouseDown(event)
+
{{#widget:GApp|app=ButtonDisabledDemo1.GApp|width=300|height=180}}
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)
+
=== Button Toggle '''[[ButtonToggle_class]]''' ===
if self.focus then
+
A button you can toggle on and off.
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
+
{{#widget:GApp|app=ButtonToggleDemo1.GApp|width=320|height=180}}
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
+
=== Button Monster '''[[ButtonMonster_class]]''' ===
function Button:onTouchesEnd(event)
+
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 touches are cancelled, reset the state of the button
+
{{#widget:GApp|app=ButtonMonsterDemo2x.GApp|width=320|height=180}}
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
 
</source>
 
  
 +
=== Button Beast '''[[ButtonBeast_class]]''' ===
 +
This is like the '''Button Monster''' but without tooltip and without integrated keyboard navigation.
  
=== Simple Text Button ===
+
{{#widget:GApp|app=ButtonBeastDemo1.GApp|width=320|height=180}}
<source lang="lua">
 
--[[
 
ButtonTextBasic
 
A simple Button class with a Pixel and/or text. Ideal for in game action.
 
This code is CC0
 
github: mokalux
 
v 0.1.1: 2020-06-08 remove useless variables
 
v 0.1.0: 2020-04-02 init (based on the initial gideros generic button class)
 
]]
 
--[[
 
-- SAMPLES
 
local mybtnquit = ButtonTextBasic.new({
 
pixelcolorup=mypixelcolorup,
 
text="X", font=g_font1, fontsize=32, textcolorup=mytextcolorup, textcolordown=mytextcolordown,
 
})
 
mybtnquit:setPosition(myappright - mybtnquit:getWidth() / 2, myapptop + mybtnquit:getHeight() / 2)
 
self:addChild(mybtnquit)
 
mybtnquit:addEventListener("clicked", function() self:goMenu() end)
 
]]
 
ButtonTextBasic = Core.class(Sprite)
 
  
function ButtonTextBasic:init(xparams)
 
-- the params
 
self.params = xparams or {}
 
-- pixel?
 
self.params.pixelcolorup = xparams.pixelcolorup or nil -- color
 
self.params.pixelcolordown = xparams.pixelcolordown or self.params.pixelcolorup -- color
 
self.params.pixelalpha = xparams.pixelalpha or 1 -- number
 
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
 
-- text?
 
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
 
-- EXTRAS
 
self.params.isautoscale = xparams.isautoscale or 1 -- number (default 1 = true)
 
self.params.defaultpadding = xparams.defaultpadding or 12 -- number
 
-- LET'S GO!
 
if self.params.isautoscale == 0 then self.params.isautoscale = false else self.params.isautoscale = true end
 
-- warnings
 
if not self.params.pixelcolorup and not self.params.text then
 
print("*** WARNING: YOUR BUTTON IS EMPTY! ***")
 
else
 
-- mouse catcher
 
self.catcher = Pixel.new(0x0, 0, 1, 1)
 
self:addChild(self.catcher)
 
-- sprite holder
 
self.sprite = Sprite.new()
 
self:addChild(self.sprite)
 
self:setButton()
 
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)
 
end
 
  
-- FUNCTIONS
+
{{GIDEROS IMPORTANT LINKS}}
function ButtonTextBasic:setButton()
 
-- text
 
local textwidth, textheight
 
if self.params.text then
 
local font
 
if self.params.font ~= nil then
 
-- font = TTFont.new(self.params.font, self.params.fontsize, "", true, 1) -- filtering, outline (number)
 
font = TTFont.new(self.params.font, self.params.fontsize, "")
 
end
 
if self.text ~= nil then
 
self.text:setButton(self.params.text)
 
else
 
self.text = TextField.new(font, self.params.text, self.params.text)
 
end
 
self.text:setAnchorPoint(0.5, 0.5)
 
self.text:setScale(self.params.textscalex, self.params.textscaley)
 
self.text:setTextColor(self.params.textcolorup)
 
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.pixelcolor, self.params.pixelalpha,
 
textwidth + self.params.pixelpaddingx,
 
textheight + self.params.pixelpaddingy)
 
else
 
self.pixel = Pixel.new(
 
self.params.pixelcolor, 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
 
-- finally add text on top of all
 
if self.params.text then self.sprite:addChild(self.text) end
 
-- mouse catcher
 
self.catcher:setDimensions(self.sprite:getWidth() + 8 * 2.5, self.sprite:getHeight() + 8 * 2.5) -- magik
 
self.catcher:setAnchorPoint(0.5, 0.5)
 
end
 
 
 
-- VISUAL STATE
 
function ButtonTextBasic:updateVisualState(xstate)
 
if xstate then -- button down state
 
if self.params.pixelcolorup ~= 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.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
 
 
 
-- MOUSE LISTENERS
 
function ButtonTextBasic:onMouseDown(e)
 
if self:hitTestPoint(e.x, e.y) then
 
self.focus = true
 
self:updateVisualState(true)
 
e:stopPropagation()
 
end
 
end
 
function ButtonTextBasic:onMouseMove(e)
 
if self:hitTestPoint(e.x, e.y) then
 
self.focus = true
 
e:stopPropagation()
 
else
 
self.focus = false
 
-- e:stopPropagation() -- you may want to delete this line
 
end
 
self:updateVisualState(self.focus)
 
end
 
function ButtonTextBasic:onMouseUp(e)
 
if self.focus then
 
self.focus = false
 
self:dispatchEvent(Event.new("clicked")) -- button is clicked, dispatch "clicked" event
 
e:stopPropagation()
 
end
 
end
 
</source>
 
 
 
=== Button with an Up, Down and Disabled state (UDD) ===
 
<source lang="lua">
 
--[[
 
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
 
</source>
 
 
 
 
 
=== Button with Text and/or Images ===
 
'''note''': You don't have to use an image, for example you can create a button with text only.
 
<source lang="lua">
 
--[[
 
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
 
</source>
 
 
 
 
 
=== 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.
 
<source 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
 
</source>
 
 
 
 
 
=== Button with Text, Pixel, Images UDD, 9 Patch, Tooltip ===
 
'''This button is the most complete :-)'''<br/>
 
'''note''': You don't have to use all parameters, for example you can create a button with text only.
 
<source lang="lua">
 
--[[
 
ButtonTextP9UDDT
 
A Button class with text, Pixel, images 9patch (Up, Down, Disabled) and Tooltip
 
This code is CC0
 
github: mokalux
 
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
 
-- BUTTON QUIT
 
local mybtnquit = ButtonTextP9UDDT.new({
 
pixelcolorup=0x0, pixelpaddingx=3, pixelpaddingy=3,
 
text="QUIT", ttf=mycompositefont,
 
textcolorup=0xffffff, textcolordown=0xff00ff,
 
hover=true,
 
})
 
mybtnquit:setPosition(64, 64)
 
stage:addChild(mybtnquit)
 
mybtnquit:addEventListener("clicked", function() self:goExit() end)
 
mybtnquit:setDisabled(true)
 
]]
 
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 self.params.pixelcolorup -- color
 
self.params.pixelcolordisabled = xparams.pixelcolordisabled or 0x555555 -- color
 
self.params.pixelalpha = xparams.pixelalpha or 1 -- number
 
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 self.params.imgup -- img down path
 
self.params.imgdisabled = xparams.imgdisabled or self.params.imgup -- img disabled path
 
self.params.imagealpha = xparams.imagealpha or 1 -- number
 
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.textscalex = xparams.textscalex or 1 -- number
 
self.params.textscaley = xparams.textscaley or self.params.textscalex -- number
 
-- EXTRAS
 
self.params.isautoscale = xparams.isautoscale or 1 -- number (default 1 = true)
 
self.params.hover = xparams.hover or 0 -- number (default 0 = false)
 
self.params.defaultpadding = xparams.defaultpadding or 12 -- number
 
self.params.tooltiptext = xparams.tooltiptext or nil -- string
 
self.params.tooltiptextscale = xparams.tooltiptextscale or 2
 
self.params.tooltiptextcolor = xparams.tooltiptextcolor or 0x0
 
-- LET'S GO!
 
if self.params.isautoscale == 0 then self.params.isautoscale = false else self.params.isautoscale = true end
 
if self.params.hover == 0 then self.params.hover = false else self.params.hover = 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
 
-- draws a pixel around the button to catch the mouse leaving the button
 
self.catcher = Pixel.new(0x0, 0.25, 1, 1)
 
self:addChild(self.catcher)
 
-- 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("*** no mouse hover effect ***")
 
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)
 
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.pixelcolor, self.params.pixelalpha,
 
textwidth + self.params.pixelpaddingx,
 
textheight + self.params.pixelpaddingy)
 
else
 
self.pixel = Pixel.new(
 
self.params.pixelcolor, 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 or self.params.defaultpadding),
 
textheight + (self.params.imagepaddingy or self.params.defaultpadding))
 
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 or self.params.defaultpadding),
 
textheight + (self.params.imagepaddingy or self.params.defaultpadding))
 
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 or self.params.defaultpadding),
 
textheight + (self.params.imagepaddingy or self.params.defaultpadding))
 
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(nil, 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
 
-- fit the mouse catcher a little bigger than the button
 
self.catcher:setDimensions(self.sprite:getWidth() + 8 * 2.5, self.sprite:getHeight() + 8 * 2.5) -- magik
 
self.catcher:setAnchorPoint(0.5, 0.5)
 
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.pixelcolorup ~= 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 and self.params.tooltiptext then -- button does not hover but has a tooltip text
 
if xstate and self.isclicked 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.pixelcolorup ~= 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
 
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.pixelcolorup ~= 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 to 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:setText("")
 
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 -- 200608
 
self:updateVisualState(true)
 
e:stopPropagation()
 
end
 
end
 
function ButtonTextP9UDDT:onMouseMove(e)
 
if self:hitTestPoint(e.x, e.y) and self:getParent():isVisible() then
 
self.focus = true
 
-- self.isclicked = false -- 200608 to delete
 
-- e:stopPropagation() -- 20200820 to delete: prevents hover effect
 
else
 
self.focus = false
 
-- e:stopPropagation() -- you may want to remove this line
 
end
 
self:updateVisualState(self.focus)
 
end
 
function ButtonTextP9UDDT:onMouseUp(e)
 
if self.focus and self.isclicked then
 
self.focus = false
 
self.isclicked = false -- 200608
 
if not self.disabled then
 
self:dispatchEvent(Event.new("clicked")) -- button is clicked
 
end
 
e:stopPropagation()
 
end
 
end
 
function ButtonTextP9UDDT:onMouseHover(e)
 
if self.catcher:hitTestPoint(e.x, e.y) and self.catcher:isVisible() then
 
self.focus = false
 
end
 
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, e.y)) end
 
self.focus = true
 
end
 
self:updateVisualState(self.focus)
 
end
 
</source>
 
 
 
=== Toggle Button ===
 
<source lang="lua">
 
--[[
 
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
 
</source>
 
 
 
{{Welcome!}}
 

Latest revision as of 20:44, 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.