Difference between revisions of "UI Buttons"

From GiderosMobile
(added toggle button)
 
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__TOC__
 
__TOC__
  
<languages />
+
Here you will find various resources to help you create buttons in Gideros Studio.
  
<translate><!--T:1--> Here you will find various resources to help you create buttons in Gideros Studio.</translate>
+
'''DESKTOPS, MOBILE & HTML5 COMPATIBLE THEY ARE!'''
  
 +
'''note''': you may have to provide your own assets (fonts, gfx, …)
  
<translate><!--T:1--> '''note''':You may have to provide your own assets (fonts, gfx, …).</translate>
+
=== Button '''[[Button_class]]''' ===
<br/>
+
This is the base of all Gideros buttons.
  
=== <translate>Simple Button</translate> ===
+
{{#widget:GApp|app=ButtonDemo1.GApp|width=300|height=180}}
  
<source lang="lua">
 
--[[
 
A generic button class
 
  
This code is MIT licensed, see http://www.opensource.org/licenses/mit-license.php
+
=== Button Text '''[[ButtonText_class]]''' ===
(C) 2010 - 2011 Gideros Mobile
+
This is almost the same as '''Button''' but with some text you can add.
]]
 
  
Button = Core.class(Sprite)
 
  
function Button:init(upState, downState) -- upstate and downstate are bitmaps
+
=== Button Disabled '''[[ButtonDisabled_class]]''' ===
self.upState = upState
+
This is the same as '''Button''' but with a Disabled state.
self.downState = downState
 
 
self.focus = false
 
  
-- set the visual state as "up"
+
{{#widget:GApp|app=ButtonDisabledDemo1.GApp|width=300|height=180}}
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)
+
=== Button Toggle '''[[ButtonToggle_class]]''' ===
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
+
A button you can toggle on and off.
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
 
self:addEventListener(Event.TOUCHES_CANCEL, self.onTouchesCancel, self)
 
end
 
  
function Button:onMouseDown(event)
+
{{#widget:GApp|app=ButtonToggleDemo1.GApp|width=320|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 Monster '''[[ButtonMonster_class]]''' ===
if self.focus then
+
This button has a lot: mouse and keyboard navigation, hover, tooltip, sound, ... It may look scary but it is a nice monster ;-)
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=ButtonMonsterDemo2x.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 Beast '''[[ButtonBeast_class]]''' ===
function Button:onTouchesEnd(event)
+
This is like the '''Button Monster''' but without tooltip and without integrated keyboard navigation.
if self.focus then
 
event:stopPropagation()
 
end
 
end
 
  
-- if touches are cancelled, reset the state of the button
+
{{#widget:GApp|app=ButtonBeastDemo1.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
 
  
---- USAGE
+
{{GIDEROS IMPORTANT LINKS}}
---- 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)
 
</source>
 
<br/>
 
 
 
=== <translate>Button with Text</translate> ===
 
 
 
<source lang="lua">
 
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)
 
</source>
 
<br/>
 
 
 
=== <translate>Toggle Button</translate> ===
 
 
 
<source lang="lua">
 
--[[
 
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)
 
</source>
 
<br/>
 

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.