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Example 6 with TextButton

use of com.badlogic.gdx.scenes.scene2d.ui.TextButton in project AmazingMaze by TheVirtualMachine.

the class ContinueScreen method highScoreDialog.

/**
	 * Displays the high score dialog.
	 */
public void highScoreDialog() {
    Label.LabelStyle labelStyle = new Label.LabelStyle(game.assets.getFont(Assets.MONO_REGULAR, Assets.SMALL_FONT_SIZE), Color.WHITE);
    final Dialog dialog = new Dialog("High Score", game.assets.skin);
    final TextButton okButton = new TextButton("OK", game.assets.skin);
    dialog.getButtonTable().bottom();
    Label label = new Label("Enter your name:", labelStyle);
    label.setScale(.5f);
    label.setWrap(true);
    label.setAlignment(Align.center);
    final TextField nameField = new TextField("", game.assets.skin);
    dialog.add(label).width(500).pad(50);
    dialog.add(nameField);
    dialog.add(okButton).bottom();
    nameField.setTextFieldListener(new TextFieldListener() {

        @Override
        public void keyTyped(TextField textField, char key) {
            name = formatString(nameField.getText());
            if (!name.equals("")) {
                if (key == (char) 13) {
                    displayHighScores(name);
                }
            }
        }
    });
    okButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            name = formatString(nameField.getText());
            if (!name.equals("")) {
                if (okButton.isPressed()) {
                    dialog.hide();
                    displayHighScores(name);
                }
            }
        }
    });
    dialog.addListener(new InputListener() {

        @Override
        public boolean keyDown(InputEvent event, int keycode) {
            name = formatString(nameField.getText());
            if (!name.equals("")) {
                if (keycode == Keys.ENTER) {
                    displayHighScores(name);
                    return true;
                }
            }
            return false;
        }
    });
    dialog.show(stage);
}
Also used : TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) Label(com.badlogic.gdx.scenes.scene2d.ui.Label) InputListener(com.badlogic.gdx.scenes.scene2d.InputListener) Dialog(com.badlogic.gdx.scenes.scene2d.ui.Dialog) Actor(com.badlogic.gdx.scenes.scene2d.Actor) TextField(com.badlogic.gdx.scenes.scene2d.ui.TextField) TextFieldListener(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldListener) ChangeListener(com.badlogic.gdx.scenes.scene2d.utils.ChangeListener) InputEvent(com.badlogic.gdx.scenes.scene2d.InputEvent)

Example 7 with TextButton

use of com.badlogic.gdx.scenes.scene2d.ui.TextButton in project AmazingMaze by TheVirtualMachine.

the class MazeScreen method setupPauseMenu.

/** Create the pause menu. */
private void setupPauseMenu() {
    pauseMenu = new Stage(new ScreenViewport(), game.batch);
    Table table = new Table();
    table.setFillParent(true);
    table.center();
    pauseMenu.addActor(table);
    TextButton resumeButton = new TextButton("Resume", game.assets.skin);
    resumeButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            paused = false;
        }
    });
    table.add(resumeButton).pad(10).width(Gdx.graphics.getWidth() / 4).height(Gdx.graphics.getHeight() / 8);
    table.row();
    TextButton settingsButton = new TextButton("Settings", game.assets.skin);
    final Screen sourceScreen = this;
    settingsButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            game.settingsScreen.setSourceScreen(sourceScreen);
            game.setScreen(game.settingsScreen);
        }
    });
    table.add(settingsButton).pad(10).width(Gdx.graphics.getWidth() / 4).height(Gdx.graphics.getHeight() / 8);
    table.row();
    TextButton quitButton = new TextButton("Main Menu", game.assets.skin);
    quitButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            game.setScreen(game.menuScreen);
        }
    });
    table.add(quitButton).pad(10).width(Gdx.graphics.getWidth() / 4).height(Gdx.graphics.getHeight() / 8);
}
Also used : TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) Table(com.badlogic.gdx.scenes.scene2d.ui.Table) Screen(com.badlogic.gdx.Screen) Actor(com.badlogic.gdx.scenes.scene2d.Actor) Stage(com.badlogic.gdx.scenes.scene2d.Stage) ChangeListener(com.badlogic.gdx.scenes.scene2d.utils.ChangeListener) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport)

Example 8 with TextButton

use of com.badlogic.gdx.scenes.scene2d.ui.TextButton in project AmazingMaze by TheVirtualMachine.

the class StoryScreen method setupUI.

/** Helper method to setup the UI. */
private void setupUI() {
    stage = new Stage(new ScreenViewport(), game.batch);
    table = new Table();
    table.top().center();
    table.setFillParent(true);
    stage.addActor(table);
    header = new Label("Story", game.assets.skin, Assets.SERIF_HEADER_STYLE);
    table.add(header).padTop(Gdx.graphics.getHeight() / 25f);
    storyLabel = new Label(readStory(), game.assets.skin, Assets.STORY_STYLE);
    storyLabel.setWrap(true);
    table.row();
    table.add(storyLabel).maxWidth(Gdx.graphics.getWidth()).prefWidth(Gdx.graphics.getWidth() / 1.125f).pad(Gdx.graphics.getHeight() / 25f);
    continueButton = new TextButton("Continue...", game.assets.skin);
    continueButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            if (continueButton.isPressed()) {
                game.setScreen(new MazeScreen(game, false));
            }
        }
    });
    table.row();
    table.add(continueButton).width(Gdx.graphics.getWidth() / 4f).pad(Gdx.graphics.getHeight() / 25f).expandY().bottom().fillY();
}
Also used : TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) Table(com.badlogic.gdx.scenes.scene2d.ui.Table) Actor(com.badlogic.gdx.scenes.scene2d.Actor) Label(com.badlogic.gdx.scenes.scene2d.ui.Label) Stage(com.badlogic.gdx.scenes.scene2d.Stage) ChangeListener(com.badlogic.gdx.scenes.scene2d.utils.ChangeListener) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport)

Example 9 with TextButton

use of com.badlogic.gdx.scenes.scene2d.ui.TextButton in project Catacomb-Snatch by Catacomb-Snatch.

the class Scene method addTextButton.

/**
     * Adds a new text button
     *
     * @param text The text it contains
     * @param x    The x-position
     * @param y    The y-position
     * @return The created {@link TextButton}
     */
public TextButton addTextButton(String text, int x, int y) {
    final TextButton button = new TextButton(text, Art.skin);
    button.setPosition(x, y);
    button.addListener(new ClickListener() {

        @Override
        public void clicked(InputEvent event, float x, float y) {
            button.act(Gdx.graphics.getDeltaTime());
        }
    });
    addActor(button);
    return button;
}
Also used : TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) InputEvent(com.badlogic.gdx.scenes.scene2d.InputEvent) ClickListener(com.badlogic.gdx.scenes.scene2d.utils.ClickListener)

Example 10 with TextButton

use of com.badlogic.gdx.scenes.scene2d.ui.TextButton in project gdx-skineditor by cobolfoo.

the class PreviewPane method refresh.

/**
	 * 
	 */
public void refresh() {
    Gdx.app.log("PreviewPane", "Refresh pane!");
    clear();
    ImageButton button = (ImageButton) game.screenMain.barWidgets.group.getChecked();
    String widget = button.getUserObject().toString();
    String widgetStyle = "com.badlogic.gdx.scenes.scene2d.ui." + widget + "$" + widget + "Style";
    try {
        Class<?> style = Class.forName(widgetStyle);
        ObjectMap<String, ?> styles = game.skinProject.getAll(style);
        if (styles == null) {
            Label label = new Label("No styles defined for this widget type", game.skin, "error");
            add(label).row().pad(10);
        } else {
            Keys<String> keys = styles.keys();
            Array<String> sortedKeys = new Array<String>();
            for (String key : keys) {
                sortedKeys.add(key);
            }
            sortedKeys.sort();
            for (String key : sortedKeys) {
                // We render one per key
                add(new Label(key, game.skin, "title")).left().pad(10).expandX().row();
                try {
                    if (widget.equals("Label")) {
                        Label w = new Label("This is a Label widget", game.skinProject, key);
                        add(w).pad(10).padBottom(20).row();
                    } else if (widget.equals("Button")) {
                        // Button
                        Button w = new Button(game.skinProject, key);
                        add(w).width(120).height(32).pad(10).padBottom(20).row();
                    } else if (widget.equals("TextButton")) {
                        // TextButton
                        TextButton w = new TextButton("This is a TextButton widget", game.skinProject, key);
                        add(w).pad(10).padBottom(20).row();
                    } else if (widget.equals("ImageButton")) {
                        // ImageButton
                        ImageButton w = new ImageButton(game.skinProject, key);
                        add(w).pad(10).padBottom(20).row();
                    } else if (widget.equals("CheckBox")) {
                        // CheckBox
                        CheckBox w = new CheckBox("This is a CheckBox widget", game.skinProject, key);
                        w.setChecked(true);
                        add(w).pad(10).padBottom(20).row();
                    } else if (widget.equals("TextField")) {
                        // TextField
                        TextField w = new TextField("This is a TextField widget", game.skinProject, key);
                        if (w.getStyle().fontColor == null) {
                            throw new Exception("Textfield style requires a font color!");
                        }
                        w.addListener(stopTouchDown);
                        add(w).pad(10).width(220).padBottom(20).row();
                    } else if (widget.equals("List")) {
                        // List
                        List w = new List(game.skinProject, key);
                        Array<String> items = new Array<String>();
                        items.add("This is");
                        items.add("a");
                        items.add("List widget!");
                        w.setItems(items);
                        add(w).pad(10).width(220).height(120).padBottom(20).expandX().fillX().row();
                    } else if (widget.equals("SelectBox")) {
                        // SelectBox
                        SelectBox<String> w = new SelectBox<String>(game.skinProject, key);
                        Array<String> items = new Array<String>();
                        items.add("This is");
                        items.add("a");
                        items.add("SelectBox widget!");
                        w.setItems(items);
                        add(w).pad(10).width(220).padBottom(20).expandX().fillX().row();
                    } else if (widget.equals("ProgressBar")) {
                        // ProgressBar
                        ProgressBarStyle progressStyle = game.skinProject.get(key, ProgressBarStyle.class);
                        // Check for edge-case: fields knob and knobBefore are optional but at least one should be specified
                        if (progressStyle.knob == null && progressStyle.knobBefore == null) {
                            throw new IllegalArgumentException("Fields 'knob' and 'knobBefore' in ProgressBarStyle are both optional but at least one should be specified");
                        }
                        ProgressBar w = new ProgressBar(0, 100, 5, false, progressStyle);
                        w.setValue(50);
                        w.addListener(stopTouchDown);
                        add(w).pad(10).width(220).padBottom(20).expandX().fillX().row();
                    } else if (widget.equals("Slider")) {
                        // Slider
                        Slider w = new Slider(0, 100, 5, false, game.skinProject, key);
                        add(w).pad(10).width(220).padBottom(20).expandX().fillX().row();
                        w.addListener(stopTouchDown);
                        Slider w2 = new Slider(0, 100, 5, true, game.skinProject, key);
                        add(w2).pad(10).padBottom(20).expandX().fillX().row();
                        w2.addListener(stopTouchDown);
                    } else if (widget.equals("ScrollPane")) {
                        // ScrollPane
                        Table t = new Table(game.skin);
                        for (int i = 0; i < 20; i++) {
                            t.add("This is a ScrollPane Widget").padRight(10);
                            t.add("This is a ScrollPane Widget").padRight(10);
                            t.add("This is a ScrollPane Widget").row();
                        }
                        ScrollPane w = new ScrollPane(t, game.skinProject, key);
                        w.addListener(stopTouchDown);
                        w.setFlickScroll(true);
                        w.setScrollbarsOnTop(true);
                        w.setScrollBarPositions(true, true);
                        w.setFadeScrollBars(false);
                        add(w).pad(10).width(420).height(240).padBottom(20).expandX().fillX().row();
                    } else if (widget.equals("SplitPane")) {
                        for (int j = 0; j < 2; j++) {
                            Table t = new Table(game.skin);
                            t.setBackground(game.skin.getDrawable("default-rect"));
                            Table t2 = new Table(game.skin);
                            t2.setBackground(game.skin.getDrawable("default-rect"));
                            for (int i = 0; i < 20; i++) {
                                t.add("This is a SplitPane Widget").pad(10).row();
                                t2.add("This is a SplitPane Widget").pad(10).row();
                            }
                            SplitPane w = new SplitPane(t, t2, (j % 2 == 0), game.skinProject, key);
                            w.addListener(stopTouchDown);
                            add(w).pad(10).width(220).height(160).padBottom(20).expandX().fillX();
                        }
                        row();
                    } else if (widget.equals("Window")) {
                        // Window
                        Table t = new Table(game.skin);
                        for (int i = 0; i < 5; i++) {
                            t.add("This is a Window Widget").row();
                        }
                        Window w = new Window("This is a Window Widget", game.skinProject, key);
                        w.addListener(stopTouchDown);
                        w.add(t);
                        add(w).pad(10).width(420).height(240).padBottom(20).expandX().fillX().row();
                    } else if (widget.equals("Touchpad")) {
                        // Touchpad
                        Touchpad w = new Touchpad(0, game.skinProject, key);
                        w.addListener(stopTouchDown);
                        add(w).pad(10).width(200).height(200).padBottom(20).expandX().fillX().row();
                    } else if (widget.equals("Tree")) {
                        // Tree
                        Tree w = new Tree(game.skinProject, key);
                        Tree.Node node = new Tree.Node(new Label("This", game.skin));
                        Tree.Node node1 = new Tree.Node(new Label("is", game.skin));
                        Tree.Node node2 = new Tree.Node(new Label("a", game.skin));
                        Tree.Node node3 = new Tree.Node(new Label("Tree", game.skin));
                        Tree.Node node4 = new Tree.Node(new Label("Widget", game.skin));
                        node3.add(node4);
                        node2.add(node3);
                        node1.add(node2);
                        node.add(node1);
                        w.add(node);
                        w.expandAll();
                        add(w).pad(10).width(200).height(200).padBottom(20).expandX().fillX().row();
                    } else {
                        add(new Label("Unknown widget type!", game.skin, "error")).pad(10).padBottom(20).row();
                    }
                } catch (Exception e) {
                    add(new Label("Please fill all required fields", game.skin, "error")).pad(10).padBottom(20).row();
                }
            }
        }
    } catch (Exception e) {
        e.printStackTrace();
    }
}
Also used : Slider(com.badlogic.gdx.scenes.scene2d.ui.Slider) Node(com.badlogic.gdx.graphics.g3d.model.Node) Label(com.badlogic.gdx.scenes.scene2d.ui.Label) SplitPane(com.badlogic.gdx.scenes.scene2d.ui.SplitPane) ImageButton(com.badlogic.gdx.scenes.scene2d.ui.ImageButton) ProgressBarStyle(com.badlogic.gdx.scenes.scene2d.ui.ProgressBar.ProgressBarStyle) TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) Button(com.badlogic.gdx.scenes.scene2d.ui.Button) ImageButton(com.badlogic.gdx.scenes.scene2d.ui.ImageButton) Touchpad(com.badlogic.gdx.scenes.scene2d.ui.Touchpad) TextField(com.badlogic.gdx.scenes.scene2d.ui.TextField) Tree(com.badlogic.gdx.scenes.scene2d.ui.Tree) List(com.badlogic.gdx.scenes.scene2d.ui.List) ProgressBar(com.badlogic.gdx.scenes.scene2d.ui.ProgressBar) TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) Window(com.badlogic.gdx.scenes.scene2d.ui.Window) Table(com.badlogic.gdx.scenes.scene2d.ui.Table) SelectBox(com.badlogic.gdx.scenes.scene2d.ui.SelectBox) Array(com.badlogic.gdx.utils.Array) CheckBox(com.badlogic.gdx.scenes.scene2d.ui.CheckBox) ScrollPane(com.badlogic.gdx.scenes.scene2d.ui.ScrollPane)

Aggregations

TextButton (com.badlogic.gdx.scenes.scene2d.ui.TextButton)35 Label (com.badlogic.gdx.scenes.scene2d.ui.Label)23 Table (com.badlogic.gdx.scenes.scene2d.ui.Table)23 Stage (com.badlogic.gdx.scenes.scene2d.Stage)20 Actor (com.badlogic.gdx.scenes.scene2d.Actor)18 Skin (com.badlogic.gdx.scenes.scene2d.ui.Skin)17 ChangeListener (com.badlogic.gdx.scenes.scene2d.utils.ChangeListener)17 InputEvent (com.badlogic.gdx.scenes.scene2d.InputEvent)16 ClickListener (com.badlogic.gdx.scenes.scene2d.utils.ClickListener)12 ScrollPane (com.badlogic.gdx.scenes.scene2d.ui.ScrollPane)9 Texture (com.badlogic.gdx.graphics.Texture)6 CheckBox (com.badlogic.gdx.scenes.scene2d.ui.CheckBox)6 Dialog (com.badlogic.gdx.scenes.scene2d.ui.Dialog)6 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)5 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)5 InputListener (com.badlogic.gdx.scenes.scene2d.InputListener)5 Slider (com.badlogic.gdx.scenes.scene2d.ui.Slider)5 TextButtonStyle (com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle)5 TextField (com.badlogic.gdx.scenes.scene2d.ui.TextField)5 Window (com.badlogic.gdx.scenes.scene2d.ui.Window)5