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''':You may have to provide your own assets (fonts, gfx, …).
+
'''DESKTOPS, MOBILE & HTML5 COMPATIBLE THEY ARE!'''
  
=== <translate>Simple Button</translate> ===
+
'''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.
  
=== Button with an Up, Down and Disabled state (UDD) ===
+
{{#widget:GApp|app=ButtonBeastDemo1.GApp|width=320|height=180}}
<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"
+
{{GIDEROS IMPORTANT LINKS}}
 
 
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 ===
 
<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 :-)'''
 
<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>
 
 
 
 
 
=== 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.