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Buttons

Introduction

A container with a group of buttons.

  • Author: Rex
  • Game object

Live demos

Usage

Sample code

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,

    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 : 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'.
    • width, height : Set size (invoke onResizeCallback) based on visible window, which composed of
      • Percentage of visible width/height : 'p%', p: 0 ~ 100.
      • Padding : '+n', or '-n'.
    • onResizeCallback : A default resize callback will be assigned interanlly.
  • width, height : Minimum width, minimum height.
  • orientation : Main orientation of button game objects.
    • 'left-to-right', 'horizontal','h', 'x', or 0 : Arrange button game objects from left ot right.
    • 'top-to-bottom', 'vertical','v', 'y', or 1 : 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 : Set true to 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 when expand is false.
    • 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', or 0 : Fire 'click' event when touch pressed.
      • 'pointerup', 'release', or 1 : 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.
  • name : Set name of this game object.
  • draggable : Set true to drag top-most object.
  • sizerEvents : Set true to fire sizer events. Default value is false.
  • 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, or setButtonStateCallback : 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, or false.
      • previousValue : true, or false.

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
    buttons.on('button.click', function(button, index, pointer, event) {
        // ...
    }, scope);
    
    or
    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
    buttons.on('button.over', function(button, index, pointer, event) {
        // ...
    }, scope);
    
    or
    buttons.on('button.over', function(button, groupName, index, pointer, event) {
        // ...
    }, scope);
    
  • Pointer-out button
    buttons.on('button.out', function(button, index, pointer, event) {
        // ...
    }, scope);
    
    or
    buttons.on('button.out', function(button, groupName, index, pointer, event) {
        // ...
    }, scope);
    
  • Pointer-down button
    buttons.on('button.down', function(button, index, pointer, event) {
        // ...
    }, scope);
    
    or
    buttons.on('button.down', function(button, groupName, index, pointer, event) {
        // ...
    }, scope);
    
  • Pointer-up button
    buttons.on('button.up', function(button, index, pointer, event) {
        // ...
    }, scope);
    
    or
    buttons.on('button.up', function(button, groupName, index, pointer, event) {
        // ...
    }, scope);
    
  • Enable button's input
    buttons.on('button.enable', function(button, index) {
        // ...
    }, scope);
    
    or
    buttons.on('button.enable', function(button, groupName, index, pointer, event) {
        // ...
    }, scope);
    
  • Disable button's input
    buttons.on('button.disable', function(button, index) {
        // ...
    }, scope);
    
    or
    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
      var buttonObjects = buttons.getElement('buttons');
      
      or
      var buttonObject = buttons.getButton(index);
      
      or
      var buttonObjects = buttons.getElement('buttons[0]'); // First button
      
  • Get by name
    var gameObject = buttons.getElement('#' + name);
    // var gameObject = buttons.getElement('#' + name, recursive);
    
    or
    var gameObject = buttons.getByName(name);
    // var gameObject = buttons.getByName(name, recursive);
    
    • recursive : Set true to 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 : Set true to destroy button game object.
  • Remove all buttton children
    buttons.clearButtons(destroyChild);
    
    • destroyChild : Set true to 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 name of each button game object will be used as a key in buttons.data
    • buttonsType : Set type to 'checkboxes', or 'radio'.
    • setValueCallback or setButtonStateCallback : Callback to set value of a button.
      function(button, value) {
          // ...
      }
      
      • button : Button game object.
      • value: true, or false.
      • previousValue : true, or false.
      • 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.

Checkboxes

  • Read state
    var state = buttons.getButtonState(key);
    
    • key : name property of a button game object. (i.e. button.name)
    • state : true, or false
  • Set state
    buttons.setButtonState(key, state);
    
    • key : name property of a button game object. (i.e. button.name)
    • state : true, or false

Radio

  • Read state
    var value = buttons.getSelectedButtonName();
    
    or
    var value = buttons.value;
    
    • value : name property of a button game object. (i.e. button.name)
  • Set state
    buttons.setSelectedButtonName(key);
    
    or
    buttons.value = key;
    
    • key : name property of a button game object. (i.e. button.name)

Events

  • On button state changed. For Checkboxes/radio
    buttons.on('button.statechange', function(button, index, value, previousValue) {
        // ...
    }, scope);
    
    or
    buttons.on('button.statechange', function(button, groupName, index, value, previousValue) {
        // ...
    }, scope);
    
    • Can be used to replace setValueCallback.