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Introduction to Regular Widgets

We introduced the basic usage of UIButton before to control a display content of UILabel. UIImageView is easy to use, and GUI also provides us some other useful widgets such as UITextButton, UICheckBox and UISlider etc.

UITextButton

    UIButton* textButton = UIButton::create();
    textButton->setTouchEnabled(true);
    textButton->loadTextures("cocosgui/backtotopnormal.png", "cocosgui/backtotoppressed.png", "");
    textButton->setTitleText("Text Button");
    textButton->setPosition(Point(widgetSize.width / 2.0f, widgetSize.height / 2.0f));
    textButton->addTouchEventListener(this, toucheventselector(UITextButtonTest::touchEvent));        
    m_pUiLayer->addWidget(textButton);

uitextbutton

As button, it has to support touch event. Then call loadTextures method to load image. Notice the third parameter is the display image when button is unenabled. Let's focus on the fouth parameter, checking out following method's prototype:

void loadTextures(const char* normal,const char* selected,const char* disabled,TextureResType texType = UI_TEX_TYPE_LOCAL);

The last parameter is image type, default as UI_TEX_TYPE_LOCAL, which means using normal image. On the other hand, the other UI_TEX_TYPE_PLIST is using the resource from plist, and this decide to use Sprite or SpriteFrame creating displaying sprite. We can also use squared picture, remember setting Size.

    UIButton* textButton = UIButton::create();
    textButton->setTouchEnabled(true);
    textButton->setScale9Enabled(true);
    textButton->loadTextures("cocosgui/button.png", "cocosgui/buttonHighlighted.png", "");
    textButton->setSize(Size(180, textButton->getContentSize().height * 1.5f));
    textButton->setTitleText("Text Button scale9 render");
    textButton->setPosition(Point(widgetSize.width / 2.0f, widgetSize.height / 2.0f));
    textButton->addTouchEventListener(this, toucheventselector(UITextButtonTest::touchEvent));        
    m_pUiLayer->addWidget(textButton);
        

uitextbutton9

UICheckBox

We also see a widget in web page-checkbox, it allows you choose more than one item.

    UICheckBox* checkBox = UICheckBox::create();
    checkBox->setTouchEnabled(true);
    checkBox->loadTextures("cocosgui/check_box_normal.png",
                           "cocosgui/check_box_normal_press.png",
                           "cocosgui/check_box_active.png",
                           "cocosgui/check_box_normal_disable.png",
                           "cocosgui/check_box_active_disable.png");
    checkBox->setPosition(Point(widgetSize.width / 2.0f, widgetSize.height / 2.0f));
    
    checkBox->addEventListenerCheckBox(this, checkboxselectedeventselector(UICheckBoxTest::selectedEvent));
    
    m_pUiLayer->addWidget(checkBox);

uicheckbox

There are not too much properties in here, but many images loaded-two status images, two unenabled status images and pressed image. These five images build a checkbox, setting callback method by addEventListenerCheckBox:

    void UICheckBoxTest::selectedEvent(Object* pSender,CheckBoxEventType type)
    {
        switch (type) {
            case gui::CHECKBOX_STATE_EVENT_SELECTED:
                m_pDisplayValueLabel->setText(CCString::createWithFormat("Selected")->getCString());
                break;
            case gui::CHECKBOX_STATE_EVENT_UNSELECTED:
                m_pDisplayValueLabel->setText(CCString::createWithFormat("Unselected")->getCString());
                break;
            default:
                break;
        }
        
    }

There are two statuses for a checkbox-selected and unselected. It changes its status when it is touched, we can call some callback functions to do something. As shown, when the status changed, it will call the function to inform the checkbox.

uicheckboxs

UISlider

It's a good choice to choose slider if you want to add a widget controling the volume.

    UISlider* slider = UISlider::create();
    slider->setTouchEnabled(true);
    slider->loadBarTexture("cocosgui/sliderTrack.png");
    slider->loadSlidBallTextures("cocosgui/sliderThumb.png", "cocosgui/sliderThumb.png", "");
    slider->loadProgressBarTexture("cocosgui/sliderProgress.png");
    slider->setPosition(Point(widgetSize.width / 2.0f, widgetSize.height / 2.0f));
    slider->addEventListenerSlider(this, sliderpercentchangedselector(UISliderTest::percentChangedEvent));
    m_pUiLayer->addWidget(slider);

uislider

We take different ways to load images, loadBarTexture for slider background image and loadSlidBallTextures for three statuses image of slider. That is the center ball can be dragged. However, loadProgressBarTexture method displaying the progress of the slider. It also has callback function, which can be used for record current status:

    void UISliderTest::percentChangedEvent(Object *pSender, SliderEventType type)
    {
        if (type == SLIDER_PERCENTCHANGED)
        {
            UISlider* slider = dynamic_cast<UISlider*>(pSender);
            int percent = slider->getPercent();
            m_pDisplayValueLabel->setText(CCString::createWithFormat("Percent %d", percent)->getCString());
        }
    }

By dynamic cast pSender to get UISlider, then get the percentage of UISlider to save UI resource by using squared picture.

UILoadingBar

In contrast to the slider is a progress bar, one of them is controlling progress manually then return value and the other is setting value manually then update displaying. For example, when we loading some image resource the progress can show us the loading progress. Following is one usage:

    UILoadingBar* loadingBar = UILoadingBar::create();
    loadingBar->setName("LoadingBar");
    loadingBar->loadTexture("cocosgui/sliderProgress.png");
    loadingBar->setPercent(0);
    
    loadingBar->setPosition(Point(widgetSize.width / 2.0f, widgetSize.height / 2.0f + loadingBar->getSize().height / 4.0f));
    m_pUiLayer->addWidget(loadingBar);

uiloadingbar

We did some intialize work above, if you want to get new value in real time then you need to update the value by setPercent method. When run a scene, we call the scheduleUpdate(); and implement update method ensuring it can be called every frame. Following code should be in update method:

    void UILoadingBarTest_Left::update(float delta)
    {
        m_nCount++;
        if (m_nCount > 100)
        {
            m_nCount = 0;
        }
            
        UILoadingBar* loadingBar = dynamic_cast<UILoadingBar*>(m_pUiLayer->getWidgetByName("LoadingBar"));
        loadingBar->setPercent(m_nCount);
    }

It's an increasing number starting from zero, you can see from left to right the length of process bar is increasing. If you want the process bar's length increasing from right from left, you can set loadingBar->setDirection(LoadingBarTypeRight); and this widget support squared picture.

UILabelAtlas

UILabelAtlas can display number label that jointed by images:

    UILabelAtlas* labelAtlas = UILabelAtlas::create();
    labelAtlas->setProperty("1234567890", "cocosgui/labelatlas.png", 17, 22, "0");
    labelAtlas->setPosition(Point((widgetSize.width) / 2, widgetSize.height / 2.0f));        
    
    m_pUiLayer->addWidget(labelAtlas);

uilabelatlas

The usage of this widget is very simple, Label is not efficient in old version so LabelAtlas is a good substitution but in version 3.0 Label has been improved a lot. Here we choose Atlas because we can custom it to get better displaying effect.

###UILabelBMFont

In addition to UILabelAtlas, you can also display a label by UILabelBMFont.

    UILabelBMFont* labelBMFont = UILabelBMFont::create();
    labelBMFont->setFntFile("cocosgui/bitmapFontTest2.fnt");
    labelBMFont->setText("BMFont");
    labelBMFont->setPosition(Point(widgetSize.width / 2, widgetSize.height / 2.0f + labelBMFont->getSize().height / 8.0f));
    m_pUiLayer->addWidget(labelBMFont);

uibmfont

Just like UILabelAtlas, UILabelBMFont store the disply information by a image, but Atlas is smaller than BMFont. You can set the parameters of the cutting, but BMFont has to be with a ".fnt" file. There are many information in it, and it also provide many display effect.

UITextArea

Text area widget can help us solve some problems such as auto wrap and so on. It's important for design a flexible UI.

    UILabel* textArea = UILabel::create();
    textArea->setTextAreaSize(Size(280, 150));
    textArea->setTextHorizontalAlignment(TextHAlignment::CENTER);
    textArea->setText("TextArea widget can line wrap");
    textArea->setFontName("AmericanTypewriter");
    textArea->setFontSize(32);
    textArea->setPosition(Point(widgetSize.width / 2, widgetSize.height / 2 - textArea->getSize().height / 8));
    m_pUiLayer->addWidget(textArea);        
        

uitextarea

You need to know the size of a text area, and its alignment(Use setTextHorizontalAlignment to set the align mode: Left, Right and Center), display content, font size and font etc.

UITextField

Text Field is a very important widget, it can call device's input system to receive user's input content such as user name and password in a login scene.

    UITextField* textField = UITextField::create();
    textField->setTouchEnabled(true);
    textField->setFontName(font_UITextFieldTest);
    textField->setFontSize(30);
    textField->setPlaceHolder("input words here");
    textField->setPosition(Point(widgetSize.width / 2.0f, widgetSize.height / 2.0f));
    textField->addEventListenerTextField(this, textfieldeventselector(UITextFieldTest::textFieldEvent));
    m_pUiLayer->addWidget(textField);

uitextfield

Setted properties and enabled touch, then wait user's touch event to done the text input work. setPlaceHolder can remind user to input when the widget don't show anything. Notice that the callback functions here have many statuses:

    void UITextFieldTest::textFieldEvent(Object *pSender, TextFiledEventType type)
    {
        switch (type)
        {
            case TEXTFIELD_EVENT_ATTACH_WITH_IME:
            {
                UITextField* textField = dynamic_cast<UITextField*>(pSender);
                Size screenSize = CCDirector::getInstance()->getWinSize();
                textField->runAction(CCMoveTo::create(0.225f,
                                                      Point(screenSize.width / 2.0f, screenSize.height / 2.0f + textField->getContentSize().height / 2.0f)));
                m_pDisplayValueLabel->setText(CCString::createWithFormat("attach with IME")->getCString());
            }
                break;
                
            case TEXTFIELD_EVENT_DETACH_WITH_IME:
            {
                UITextField* textField = dynamic_cast<UITextField*>(pSender);
                Size screenSize = CCDirector::getInstance()->getWinSize();
                textField->runAction(CCMoveTo::create(0.175f, Point(screenSize.width / 2.0f, screenSize.height / 2.0f)));
                m_pDisplayValueLabel->setText(CCString::createWithFormat("detach with IME")->getCString());
            }
                break;
                
            case TEXTFIELD_EVENT_INSERT_TEXT:
                m_pDisplayValueLabel->setText(CCString::createWithFormat("insert words")->getCString());
                break;
                
            case TEXTFIELD_EVENT_DELETE_BACKWARD:
                m_pDisplayValueLabel->setText(CCString::createWithFormat("delete word")->getCString());
                break;
                
            default:
                break;
        }
    }

First, it have four event type:

Event Type Description
TEXTFIELD_EVENT_ATTACH_WITH_IME Enable trigger when input
TEXTFIELD_EVENT_DETACH_WITH_IME Trigger when event end
TEXTFIELD_EVENT_INSERT_TEXT Trigger when insert text
TEXTFIELD_EVENT_DELETE_BACKWARD Trigger when delete text

Accroding to the event type, we can get widget's content or change widget's properties in real time. We can set widget's max text length by textField->setMaxLength(3);.

In a login scene, we usually design a user name box and a password box, and the widget absolutely support password box's property:

    textField->setPasswordEnabled(true);
    textField->setPasswordStyleText("*");

Enable password mode first, and then set a substitute character.