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);
}
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);
}
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();
}
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;
}
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();
}
}
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