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Grid buttons

Introduction

A container with a group of buttons in grids.

  • 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.gridButtons(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.gridButtons(config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import { GridButtons } from 'phaser3-rex-plugins/templates/ui/ui-components.js';
    
  • Add buttons object
    var buttons = new GridButtons(scene, config);
    scene.add.existing(sizer);
    

Add grid sizer object

var buttons = scene.rexUI.add.gridButtons({
    // x: 0,
    // y: 0,
    // anchor: undefined,
    // width: undefined,
    // height: undefined,
    // origin: 0.5
    // originX:
    // originY:

    // Elements
    // background: backgroundGameObject,

    buttons: [
        [buttonGameObject, buttonGameObject, buttonGameObject, ...],
        [buttonGameObject, buttonGameObject, buttonGameObject, ...],
        [buttonGameObject, buttonGameObject, buttonGameObject, ...],
        ...
    ],
    // row: 0, 
    // column: 0,   // col: 0
    // createCellContainerCallback: function(scene, x, y) {
    //       return cellContainer;
    // },    
    expand: true,
    click: {
        mode: 'pointerup',
        clickInterval: 100
    },

    // space: {
    //     left: 0, right: 0, top: 0, bottom:0,
    //     column: 0, // [0, 0, 0]
    //     row: 0     // [0, 0, 0]
    // },

    // name: '',
    // draggable: false,
    // sizerEvents: false,
    // enableLayer: false,
    // eventEmitter: this,
    // groupName: undefined,

    // buttonsType: 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 : Minimum width. i.e. Width of this gridButtons will larger then this value.
  • height : Minimum height. i.e. Hieght of this gridButtons will larger then this value.
  • origin, originX, originY : Set origin of this sizer. Default value is (0.5, 0.5).
  • background : Game object of background, optional. This background game object will be resized to fit the size of grid table.
  • buttons : 2d array of button game objects, or create buttons via row, column(or col), and createCellContainerCallback.
  • createCellContainerCallback : Callback to create buttons.
    function(scene, x, y) {
        return cellContainer;
    }
    
  • expand : Set true to expand width and height of buton game objects.
  • space : Space around this sizer, and space between columns/rows
    • space.left, space.right, space.top, space.bottom : Space around this sizer.
    • space.column : Space between 2 columns
      • A number
      • A number array
    • space.row : Space between 2 rows
      • A number
      • A number array
  • 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.
  • buttonsType : Type/behavior of these buttons.
    • undefined : No extra behavior, default value.
    • 'checkboxes' : Set these buttons to checkboxes.
    • 'radio' : Set these buttons to radio.
  • 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 MyGridButtons extends RexPlugins.UI.GridButtons {
        constructor(scene, config) {
            super(scene, config);
            // ...
            scene.add.existing(this);
        }
        // ...
    }
    
  • Create instance
    var buttons = new MyGridButtons(scene, config);
    

Layout children

Arrange position of all children.

buttons.layout();

See also - dirty

Other properties

See grid sizer object.

Events

The same as events of buttons.

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.

Show/hide button

The same as for each button of buttons.

For each button

The same as for each button of buttons.

Checkboxes/radio

The same as checkboxes/radio of buttons.