Grid buttons
Introduction¶
A container with a group of buttons in grids.
- Author: Rex
- Game object
Live demos¶
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.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,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: 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 viarow,column(orcol), andcreateCellContainerCallback.createCellContainerCallback: Callback to create buttons.function(scene, x, y) { return cellContainer; }expand: Settrueto expand width and height of buton game objects.space: Space around this sizer, and space between columns/rowsspace.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: 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.buttonsType: Type/behavior of these buttons.undefined: No extra behavior, default value.'checkboxes': Set these buttons to checkboxes.'radio': Set these buttons to radio.
setValueCallbackorsetButtonStateCallback: 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 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
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.
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.