Difference between revisions of "Sprite:setLayoutConstraints"

From GiderosMobile
Line 62: Line 62:
 
rowWeights = {1, 1, 1, 1}, -- 4 rows
 
rowWeights = {1, 1, 1, 1}, -- 4 rows
 
columnWidths = {32, 32, 32}, -- min columns width
 
columnWidths = {32, 32, 32}, -- min columns width
rowHeights = {32, 32, 32, 32}, -- min rows width
+
rowHeights = {32, 32, 32, 32}, -- min rows height
 
})
 
})
  

Revision as of 00:11, 9 December 2021

Available since: Gideros 2018.9
Class: Sprite

Description

This function specifies the child placement rules within the grid defined on its parent by Sprite:setLayoutParameters.

Gideros layout system is heavily based on Java GridBagLayout principle. See here for more explanation: https://www.math.uni-hamburg.de/doc/java/tutorial/uiswing/layout/gridbag.html

The constraint table can contain the following fields:

  • gridx: the 0-based index of the column the child must be placed into
  • gridy: the 0-based index of the row the child must be placed into
  • gridwidth: the number of column this child will take
  • gridheight: the number of row this child will take
  • weightx: the horizontal weight of the child. Used to distribute extra space among children
  • weighty: the vertical weight of the child. Used to distribute extra space among children
  • anchor: defines where the child should be placed inside its grid space. Can be:

Sprite.LAYOUT_ANCHOR_NORTHWEST, Sprite.LAYOUT_ANCHOR_NORTH, Sprite.LAYOUT_ANCHOR_NORTHEAST, Sprite.LAYOUT_ANCHOR_WEST, Sprite.LAYOUT_ANCHOR_CENTER, Sprite.LAYOUT_ANCHOR_EAST, Sprite.LAYOUT_ANCHOR_SOUTHWEST, Sprite.LAYOUT_ANCHOR_SOUTH or Sprite.LAYOUT_ANCHOR_SOUTHEAST

  • anchorx: specifies relative placement of the child on X axis. anchor mustn't be set since 2020.7
  • anchory: specifies relative placement of the child on Y axis. anchor mustn't be set since 2020.7
  • fill: in which directions the child should be expanded to fit the grid space. Can be:

Sprite.LAYOUT_FILL_NONE, Sprite.LAYOUT_FILL_HORIZONTAL, Sprite.LAYOUT_FILL_VERTICAL or Sprite.LAYOUT_FILL_BOTH

  • ipadx: internal horizontal padding
  • ipady: internal vertical padding
  • offsetx: final offset applied to the child on X axis, in logical units. since 2020.7
  • offsety: final offset applied to the child on Y axis, in logical units. since 2020.7
  • originx: final offset applied to the child on X axis, as a fraction of the child width. since 2020.7
  • originy: final offset applied to the child on Y axis, as a fraction of the child height. since 2020.7
  • minWidth: minimum width
  • minHeight: minimum height
  • prefWidth: preferred width
  • prefHeight: preferred height
  • insetTop: the top margin
  • insetLeft: the left margin
  • insetBottom: the bottom margin
  • insetRight: the right margin
  • insets: sets the above four margins to the same value at once. since 2020.7

Specifying a nil table will clear layout constraints.

When a Sprite is resized by the layout system, an Event.LAYOUT_RESIZED is triggered.

Sprite:setLayoutConstraints(constraints)

Parameters

constraints: (table) table of layout constraints

Examples

Example: pixels

-- LAYOUT CONSTRAINTS @Nanocore
-- BUTTONS HOLDER
local myholder = Pixel.new(0x0, 0.5, 256, 256)
myholder:setPosition(8, 8)
myholder:setLayoutParameters({
	columnWeights = {1, 1, 1}, -- 3 columns
	rowWeights = {1, 1, 1, 1}, -- 4 rows
	columnWidths = {32, 32, 32}, -- min columns width
	rowHeights = {32, 32, 32, 32}, -- min rows height
})

-- BUTTONS
local mybtn1 = Pixel.new(0xff0000, 1, 32, 32)
mybtn1:setLayoutConstraints({
	gridx = 0,
	gridy = 0,
	gridwidth = 2,
	gridheight = 2,
	anchor = Sprite.LAYOUT_ANCHOR_NORTHWEST,
	fill = Sprite.LAYOUT_FILL_BOTH,
})
myholder:addChild(mybtn1)

local mybtn2 = Pixel.new(0x00ff00, 1, 32, 32)
mybtn2:setLayoutConstraints({
	gridx = 1,
	gridy = 2,
	gridwidth = 1,
	anchor = Sprite.LAYOUT_ANCHOR_NORTHWEST,
	fill = Sprite.LAYOUT_FILL_VERTICAL,
})
myholder:addChild(mybtn2)

local mybtn3 = Pixel.new(0x0000ff, 1, 32, 32)
mybtn3:setLayoutConstraints({
	gridx = 2,
	gridy = 3,
	gridwidth = 1,
	anchor = Sprite.LAYOUT_ANCHOR_NORTHWEST,
	fill = Sprite.LAYOUT_FILL_BOTH,
})
myholder:addChild(mybtn3)

-- ADD TO STAGE
stage:addChild(myholder)