Buttons
Introduction¶
A container with a group of buttons.
- Author: Rex
- Game object
Live demos¶
- Buttons with header and footer
- Expand
- Space
- Checkboxes/radio
- CustomProgress background
- Popup each button
Usage¶
Install plugin¶
Load minify file¶
- Load plugin (minify file) in preload stage
scene.load.scenePlugin('rexuiplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexuiplugin.min.js', 'rexUI', 'rexUI'); - Add buttons object
var buttons = scene.rexUI.add.buttons(config);
Import plugin¶
- Install rex plugins from npm
npm i phaser3-rex-plugins - Install plugin in configuration of game
import UIPlugin from 'phaser3-rex-plugins/templates/ui/ui-plugin.js'; var config = { // ... plugins: { scene: [{ key: 'rexUI', plugin: UIPlugin, mapping: 'rexUI' }, // ... ] } // ... }; var game = new Phaser.Game(config); - Add buttons object
var buttons = scene.rexUI.add.buttons(config);
Import class¶
- Install rex plugins from npm
npm i phaser3-rex-plugins - Import class
import { Buttons } from 'phaser3-rex-plugins/templates/ui/ui-components.js'; - Add buttons object
var buttons = new Buttons(scene, config); scene.add.existing(buttons);
Add Buttons object¶
var buttons = scene.rexUI.add.buttons({
// x: 0,
// y: 0,
// anchor: undefined,
// width: undefined,
// height: undefined,
// origin: 0.5
// originX:
// originY:
orientation: 0,
// rtl: false,
// buttonsType: undefined,
// Elements
// background: backgroundGameObject,
buttons: [
buttonGameObject,
buttonGameObject,
// ...
],
expand: false,
align: undefined,
click: {
mode: 'pointerup',
clickInterval: 100
},
// space: 0, // deprecated
// space: { left: 0, right:0, top:0, bottom:0, item:0 },
// name: '',
// draggable: false,
// sizerEvents: false,
// enableLayer: false,
// eventEmitter: this,
// groupName: undefined,
// setValueCallback: undefined, // or setButtonStateCallback: undefined
// setValueCallbackScope: undefined // or setButtonStateCallbackScope: undefined
});
x,y: Position of this object, it is valid when this object is the top object.anchor: See anchor.left,right,centerX,x,top,bottom,centerY,y,aspectRatio: Position based on visible window, which composed of- Percentage of visible width/height :
'p%', p:0~100.'left'(=0%),'center'(=50%),'right'(=100%)'top'(=0%),'center'(=50%),'bottom'(=100%)
- Offset :
'+n', or'-n'.
- Percentage of visible width/height :
width,height: Set size (invokeonResizeCallback) based on visible window, which composed of- Percentage of visible width/height :
'p%', p:0~100. - Padding :
'+n', or'-n'.
- Percentage of visible width/height :
aspectRatio:undefined, orfalse: Does not keep aspect ratio. Default behavior.true: Use the current width and height as the aspect ratio.- A number : Use given number as the aspect ratio.
onResizeCallback: A default resize callback will be assigned interanlly.
width,height: Minimum width, minimum height.origin,originX,originY: Set origin of this sizer. Default value is (0.5, 0.5).orientation: Main orientation of button game objects.'left-to-right','horizontal','h','x', or0: Arrange button game objects from left ot right.'top-to-bottom','vertical','v','y', or1: Arrange button game objects from top to bottom.
rtl:true: Layout children from right to left.false: Layout children from left to right. Default behavior.
buttonsType: Type/behavior of these buttons.undefined: No extra behavior, default value.'checkboxes': Set these buttons to checkboxes.'radio': Set these buttons to radio.
background: Game object of background, optional. This background game object will be resized to fit the size of grid table.buttons: Array of button game objects, or Space (scene.rexUI.add.space()).expand: Settrueto expand width, or height of buton game objects.align: Note: Add Space (scene.rexUI.add.space()) into buttons parameter to have more flexible alignment style. Alignment of these button game objects. Only valid whenexpandisfalse.undefined, or'left', or'top': Align game objects at left, or top.'center': Align game objects at center.'right', or'bottom': Align game objects at right, or bottom.
click: Configuration of button clicking.click.mode:'pointerdown','press', or0: Fire 'click' event when touch pressed.'pointerup','release', or1: Fire 'click' event when touch released after pressed.
click.clickInterval: Interval between 2 'click' events, in ms.
space:- An object: Padding of button game objects.
space.top,space.bottom,space.left,space.right: Padding around bottons.space.item: Space between 2 button game objects.
- A number: Deprecated, space between 2 button game objects.
- An object: Padding of button game objects.
name: Set name of this game object.draggable: Settrueto drag top-most object.sizerEvents: Settrueto fire sizer events. Default value isfalse.enableLayer:false: Add child game objects into scene's display list. Default behavior.true: Add child game objects into an internal layer game object. See also.
eventEmitter: Dispatch buttons' touch events to other game object, default is this buttons game object.groupName: Optional group name for argument of touch events.setValueCallback, orsetButtonStateCallback: Callback to set value of a button.undefined: No callback, default value.- A function object.
function(button, value, previousValue) { // ... }button: Button game object.value:true, orfalse.previousValue:true, orfalse.
Custom class¶
- Define class
class MyButtons extends RexPlugins.UI.Buttons { constructor(scene, config) { super(scene, config); // ... scene.add.existing(this); } // ... } - Create instance
var buttons = new MyButtons(scene, config);
Layout children¶
Arrange position of all elements.
buttons.layout();
See also - dirty
Other properties¶
See sizer object
Events¶
- Click button
or
buttons.on('button.click', function(button, index, pointer, event) { // ... }, scope);buttons.on('button.click', function(button, groupName, index, pointer, event) { // ... }, scope);groupName: Optional group name.button: Triggered button game object.index: Index of triggered button game object.pointer: Pointer object.- Cancel remaining touched events :
event.stopPropagation()
- Pointer-over button
or
buttons.on('button.over', function(button, index, pointer, event) { // ... }, scope);buttons.on('button.over', function(button, groupName, index, pointer, event) { // ... }, scope); - Pointer-out button
or
buttons.on('button.out', function(button, index, pointer, event) { // ... }, scope);buttons.on('button.out', function(button, groupName, index, pointer, event) { // ... }, scope); - Pointer-down button
or
buttons.on('button.down', function(button, index, pointer, event) { // ... }, scope);buttons.on('button.down', function(button, groupName, index, pointer, event) { // ... }, scope); - Pointer-up button
or
buttons.on('button.up', function(button, index, pointer, event) { // ... }, scope);buttons.on('button.up', function(button, groupName, index, pointer, event) { // ... }, scope); - Enable button's input
or
buttons.on('button.enable', function(button, index) { // ... }, scope);buttons.on('button.enable', function(button, groupName, index, pointer, event) { // ... }, scope); - Disable button's input
or
buttons.on('button.disable', function(button, index) { // ... }, scope);buttons.on('button.disable', function(button, groupName, index, pointer, event) { // ... }, scope);
Emit button click event¶
buttons.emitButtonClick(index);
index: Index of triggered button game object, or a button game object.
Enable/disable input of button¶
- Enable a button's input
buttons.setButtonEnable(index); // buttons.setButtonEnable(index, true);index: Index of triggered button game object, or a button game object.
- Enable all buttons' input
buttons.setButtonEnable(); // buttons.setButtonEnable(true); - Disable
buttons.setButtonEnable(index, true);index: Index of triggered button game object, or a button game object.
- Disable all buttons' input
buttons.setButtonEnable(false); - Toggle
buttons.toggleButtonEnable(index); - Toggle all buttons's input
buttons.toggleButtonEnable(); - Get button's input enable
var enabled = bottons.getButtonEnable(index);
Get element¶
- Get element
- Background game object
var background = buttons.getElement('background'); - Button game objects
or
var buttonObjects = buttons.getElement('buttons');orvar buttonObject = buttons.getButton(index);var buttonObjects = buttons.getElement('buttons[0]'); // First button
- Background game object
- Get by name
or
var gameObject = buttons.getElement('#' + name); // var gameObject = buttons.getElement('#' + name, recursive);var gameObject = buttons.getByName(name); // var gameObject = buttons.getByName(name, recursive);recursive: Settrueto search all children recursively.
Add child¶
- Add button child
buttons.addButton(gameObject)gameObject: A game object, or an array of game objects.
- Add non-button child, see
sizer.add()method.buttons.add(gameObject, { proportion: 0, align: 'center', padding: {left: 0, right: 0, top: 0, bottom: 0}, expand: false, key: undefined, index: undefined, minWidth: undefined, minHeight: undefined } )
Remove child¶
- Remove button child
buttons.removeButton(gameObject, destroyChild);gameObject:- Game object, or array of game objects : Button game object.
- A number, or array of numbers : Index of button game object.
- A string, or array of strings : Name of button game object.
destroyChild: Settrueto destroy button game object.
- Remove all buttton children
buttons.clearButtons(destroyChild);destroyChild: Settrueto destroy button game objects.
- Remove a button or non-button child, see
sizer.remove()method.buttons.remove(gameObject, destroyChild); - Remove all button or non-button children, see
sizer.remove()method.buttons.removeAll(destroyChild);
Show/hide button¶
Hidden elements won't be counted when layouting.
Call buttons.layout(), or topSizer.layout() after show/hide any button.
- Show button
buttons.showButton(index);index: A number index, or a button game object.
- Hide button.
buttons.hideButton(index);index: A number index, or a button game object.
For each button¶
buttons.forEachButtton(callback, scope);
callback:function(button, index, buttonArray) { // ... }
Checkboxes/radio¶
- Configure buttons to checkboxes/radio
var buttons = scene.rexUI.add.buttons({ buttons: [ buttonGameObject, buttonGameObject, // ... ], buttonsType: 'checkboxes', // or 'radio' setValueCallback: function(button, value, previousValue) { // ... }, // or setButtonStateCallback });buttons: Array of button game objects.- Property
nameof each button game object will be used as a key inbuttons.data
- Property
buttonsType: Set type to'checkboxes', or'radio'.setValueCallbackorsetButtonStateCallback: Callback to set value of a button.function(button, value) { // ... }button: Button game object.value:true, orfalse.previousValue:true, orfalse.- Also trigger
'button.statechange'event.
- State of a button : Stored in
buttons.data - Get states of all buttons :
var states = buttons.getAllButtonsState(); // { key: boolean } - Clear states of all button :
buttons.clearAllButtonsState();- Will trigger setValueCallback and
'button.statechange'event.
- Will trigger setValueCallback and
Checkboxes¶
- Read state
var state = buttons.getButtonState(key);key:nameproperty of a button game object. (i.e.button.name)state:true, orfalse
- Set state
buttons.setButtonState(key, state);key:nameproperty of a button game object. (i.e.button.name)state:true, orfalse
Radio¶
- Read state
or
var value = buttons.getSelectedButtonName();var value = buttons.value;value:nameproperty of a button game object. (i.e.button.name)
- Set state
or
buttons.setSelectedButtonName(key);buttons.value = key;key:nameproperty of a button game object. (i.e.button.name)
Events¶
- On button state changed. For Checkboxes/radio
or
buttons.on('button.statechange', function(button, index, value, previousValue) { // ... }, scope);buttons.on('button.statechange', function(button, groupName, index, value, previousValue) { // ... }, scope);- Can be used to replace setValueCallback.