use of com.badlogic.gdx.scenes.scene2d.ui.Skin in project gdx-skineditor by cobolfoo.
the class MainScreen method refreshResources.
/**
*
*/
public void refreshResources() {
TexturePacker.Settings settings = new TexturePacker.Settings();
settings.combineSubdirectories = true;
settings.maxWidth = 2048;
settings.maxHeight = 2048;
TexturePacker.process(settings, "projects/" + currentProject + "/assets/", "projects/" + currentProject, "uiskin");
// Load project skin
if (game.skinProject != null) {
game.skinProject.dispose();
}
game.skinProject = new Skin();
game.skinProject.addRegions(new TextureAtlas(Gdx.files.local("projects/" + currentProject + "/uiskin.atlas")));
game.skinProject.load(Gdx.files.local("projects/" + currentProject + "/uiskin.json"));
}
use of com.badlogic.gdx.scenes.scene2d.ui.Skin in project gdx-skineditor by cobolfoo.
the class SkinEditorGame method create.
@Override
public void create() {
opt = new OptionalChecker();
fm = new SystemFonts();
fm.refreshFonts();
// Create projects folder if not already here
FileHandle dirProjects = new FileHandle("projects");
if (dirProjects.isDirectory() == false) {
dirProjects.mkdirs();
}
// Rebuild from raw resources, kind of overkill, might disable it for production
TexturePacker.Settings settings = new TexturePacker.Settings();
settings.combineSubdirectories = true;
TexturePacker.process(settings, "resources/raw/", ".", "resources/uiskin");
batch = new SpriteBatch();
skin = new Skin();
atlas = new TextureAtlas(Gdx.files.internal("resources/uiskin.atlas"));
skin.addRegions(new TextureAtlas(Gdx.files.local("resources/uiskin.atlas")));
skin.load(Gdx.files.local("resources/uiskin.json"));
screenMain = new MainScreen(this);
screenWelcome = new WelcomeScreen(this);
setScreen(screenWelcome);
}
use of com.badlogic.gdx.scenes.scene2d.ui.Skin in project libgdx by libgdx.
the class ProjectiveTextureTest method setupUI.
public void setupUI() {
ui = new Stage();
skin = new Skin(Gdx.files.internal("data/uiskin.json"));
TextButton reload = new TextButton("Reload Shaders", skin.get(TextButtonStyle.class));
camera = new SelectBox(skin.get(SelectBoxStyle.class));
camera.setItems("Camera", "Light");
fps = new Label("fps: ", skin.get(LabelStyle.class));
Table table = new Table();
table.setFillParent(true);
table.top().padTop(15);
table.add(reload).spaceRight(5);
table.add(camera).spaceRight(5);
table.add(fps);
ui.addActor(table);
reload.addListener(new ClickListener() {
public void clicked(InputEvent event, float x, float y) {
ShaderProgram prog = new ShaderProgram(Gdx.files.internal("data/shaders/projtex-vert.glsl").readString(), Gdx.files.internal("data/shaders/projtex-frag.glsl").readString());
if (prog.isCompiled() == false) {
Gdx.app.log("GLSL ERROR", "Couldn't reload shaders:\n" + prog.getLog());
} else {
projTexShader.dispose();
projTexShader = prog;
}
}
});
}
use of com.badlogic.gdx.scenes.scene2d.ui.Skin in project libgdx by libgdx.
the class Scene2dTest method create.
public void create() {
stage = new Stage();
Gdx.input.setInputProcessor(stage);
final TextureRegion region = new TextureRegion(new Texture("data/badlogic.jpg"));
final Actor actor = new Actor() {
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
batch.setColor(color.r, color.g, color.b, parentAlpha);
batch.draw(region, getX(), getY(), getOriginX(), getOriginY(), getWidth(), getHeight(), getScaleX(), getScaleY(), getRotation());
}
};
actor.setBounds(15, 15, 100, 100);
actor.setOrigin(50, 50);
stage.addActor(actor);
actor.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
System.out.println("down");
return true;
}
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
System.out.println("up " + event.getTarget());
}
});
Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"));
VerticalGroup g = new VerticalGroup().space(5).reverse().pad(5).fill();
for (int i = 0; i < 10; i++) g.addActor(new TextButton("button " + i, skin));
g.addActor(new TextButton("longer button", skin));
Table table = new Table().debug();
table.add(g);
table.pack();
table.setPosition(5, 100);
stage.addActor(table);
HorizontalGroup h = new HorizontalGroup().space(5).reverse().pad(5).fill();
for (int i = 0; i < 5; i++) h.addActor(new TextButton("button " + i, skin));
h.addActor(new TextButton("some taller\nbutton", skin));
table = new Table().debug();
table.add(h);
table.pack();
table.setPosition(130, 100);
stage.addActor(table);
table.toFront();
final TextButton button = new TextButton("Fancy Background", skin);
// button.addListener(new ClickListener() {
// public void clicked (InputEvent event, float x, float y) {
// System.out.println("click! " + x + " " + y);
// }
// });
button.addListener(new ActorGestureListener() {
public boolean longPress(Actor actor, float x, float y) {
System.out.println("long press " + x + ", " + y);
return true;
}
public void fling(InputEvent event, float velocityX, float velocityY, int button) {
System.out.println("fling " + velocityX + ", " + velocityY);
}
public void zoom(InputEvent event, float initialDistance, float distance) {
System.out.println("zoom " + initialDistance + ", " + distance);
}
public void pan(InputEvent event, float x, float y, float deltaX, float deltaY) {
event.getListenerActor().moveBy(deltaX, deltaY);
if (deltaX < 0)
System.out.println("panning " + deltaX + ", " + deltaY + " " + event.getTarget());
}
});
// button.addListener(new ChangeListener() {
// public void changed (ChangeEvent event, Actor actor) {
// // event.cancel();
// }
// });
button.setPosition(50, 50);
stage.addActor(button);
// List select = new List(skin);
// select.setBounds(200, 200, 100, 100);
// select.setItems(new Object[] {1, 2, 3, 4, 5});
// stage.addActor(select);
// stage.addListener(new ChangeListener() {
// public void changed (ChangeEvent event, Actor actor) {
// System.out.println(actor);
// }
// });
meow.setDuration(2);
actor.addAction(forever(sequence(moveBy(50, 0, 2), moveBy(-50, 0, 2), run(new Runnable() {
public void run() {
actor.setZIndex(0);
}
}))));
// actor.addAction(parallel(rotateBy(90, 2), rotateBy(90, 2)));
// actor.addAction(parallel(moveTo(250, 250, 2, elasticOut), color(RED, 6), delay(0.5f), rotateTo(180, 5, swing)));
// actor.addAction(forever(sequence(scaleTo(2, 2, 0.5f), scaleTo(1, 1, 0.5f), delay(0.5f))));
patch = new TiledDrawable(skin.getRegion("default-round"));
Window window = new Window("Moo", skin);
Label lbl = new Label("ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJ", skin);
lbl.setWrap(true);
window.row();
window.add(lbl).width(400);
window.pack();
window.pack();
stage.addActor(window);
ImageTextButtonStyle style = new ImageTextButtonStyle(skin.get("default", TextButtonStyle.class));
style.imageUp = skin.getDrawable("default-round");
ImageTextButton buttonLeft = new ImageTextButton("HI IM LEFT", style);
ImageTextButton buttonRight = new ImageTextButton("HI IM RIGHT", style) {
{
clearChildren();
add(getLabel());
add(getImage());
}
};
CheckBox checkBoxLeft = new CheckBox("HI IM LEFT", skin, "default");
CheckBox checkBoxRight = new CheckBox("HI IM RIGHT", skin, "default") {
{
clearChildren();
add(getLabel());
add(getImage());
}
};
buttonLeft.setPosition(300, 400);
buttonRight.setPosition(300, 370);
checkBoxLeft.setPosition(150, 400);
checkBoxRight.setPosition(150, 370);
stage.addActor(buttonLeft);
stage.addActor(buttonRight);
stage.addActor(checkBoxLeft);
stage.addActor(checkBoxRight);
buttonLeft.debug();
buttonRight.debug();
checkBoxLeft.debug();
checkBoxRight.debug();
}
use of com.badlogic.gdx.scenes.scene2d.ui.Skin in project libgdx by libgdx.
the class ScrollPane2Test method create.
public void create() {
stage = new Stage();
Gdx.input.setInputProcessor(stage);
skin = new Skin(Gdx.files.internal("data/uiskin.json"));
ScrollPane pane2 = new ScrollPane(new Image(new Texture("data/group-debug.png")), skin);
pane2.setScrollingDisabled(false, true);
// pane2.setCancelTouchFocus(false);
pane2.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
event.stop();
return true;
}
});
Table mytable = new Table();
mytable.debug();
mytable.add(new Image(new Texture("data/group-debug.png")));
mytable.row();
mytable.add(new Image(new Texture("data/group-debug.png")));
mytable.row();
mytable.add(pane2).size(100);
mytable.row();
mytable.add(new Image(new Texture("data/group-debug.png")));
mytable.row();
mytable.add(new Image(new Texture("data/group-debug.png")));
ScrollPane pane = new ScrollPane(mytable, skin);
pane.setScrollingDisabled(true, false);
// pane.setCancelTouchFocus(false);
if (false) {
// This sizes the pane to the size of it's contents.
pane.pack();
// Then the height is hardcoded, leaving the pane the width of it's contents.
pane.setHeight(Gdx.graphics.getHeight());
} else {
// This shows a hardcoded size.
pane.setWidth(300);
pane.setHeight(Gdx.graphics.getHeight());
}
stage.addActor(pane);
}
Aggregations