Grid sizer
Introduction¶
Layout children game objects in grids.
- Author: Rex
- Game object
Live demos¶
- Create cell-containers
- Scrollable grids
- Add new row/column
- Full viewport
- Set children interactive
- Destroy cell
- Reset grid
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 sizer object
var sizer = scene.rexUI.add.gridSizer(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 sizer object
var sizer = scene.rexUI.add.gridSizer(config);
Import class¶
- Install rex plugins from npm
npm i phaser3-rex-plugins
- Import class
import { GridSizer } from 'phaser3-rex-plugins/templates/ui/ui-components.js';
- Add sizer object
var sizer = new GridSizer(scene, config); scene.add.existing(sizer);
Add grid sizer object¶
var gridSizer = scene.rexUI.add.gridSizer({
// x: 0,
// y: 0,
// anchor: undefined,
// width: undefined,
// height: undefined,
// origin: 0.5
// originX:
// originY:
column: 0, // col: 0
row: 0,
// columnProportions: undefined,
// rowProportions: undefined,
// space: {
// left: 0, right: 0, top: 0, bottom:0,
// column: 0, // [0, 0, 0]
// row: 0, // [0, 0, 0]
// indentLeftOdd: 0, indentLeftEven: 0,
// indentTopOdd: 0, indentTopEven: 0,
// },
// createCellContainerCallback: function(scene, x, y, config) {
// config.expand = true;
// return cellContainer;
// },
// name: '',
// draggable: false
});
or
var gridSizer = scene.rexUI.add.gridSizer(x, y, {
column: 0, // col: 0
row: 0,
// columnProportions: undefined,
// rowProportions: undefined,
// space: {
// left: 0, right: 0, top: 0, bottom:0,
// column: 0, // [0, 0, 0]
// row: 0, // [0, 0, 0]
// indentLeftOdd: 0, indentLeftEven: 0,
// indentTopOdd: 0, indentTopEven: 0,
// },
// createCellContainerCallback: function(scene, x, y, config) {
// config.expand = true;
// return cellContainer;
// },
// width: undefined,
// height: undefined
});
or
var gridSizer = scene.rexUI.add.gridSizer(x, y, width, height, {
column: 0, // col: 0
row: 0,
// columnProportions: undefined,
// rowProportions: undefined,
// space: {
// left: 0, right: 0, top: 0, bottom:0,
// column: 0, // [0, 0, 0]
// row: 0, // [0, 0, 0]
// indentLeftOdd: 0, indentLeftEven: 0,
// indentTopOdd: 0, indentTopEven: 0,
// },
// createCellContainerCallback: function(scene, x, y, config) {
// config.expand = true;
// return cellContainer;
// },
});
or
var gridSizer = scene.rexUI.add.gridSizer(x, y, width, height, column, row, {
// space: {
// left: 0, right: 0, top: 0, bottom:0,
// column: 0, // [0, 0, 0]
// row: 0, // [0, 0, 0]
// indentLeftOdd: 0, indentLeftEven: 0,
// indentTopOdd: 0, indentTopEven: 0,
// },
// createCellContainerCallback: function(scene, x, y, config, gridSizer) {
// config.expand = true;
// return cellContainer;
// },
// name: '',
// draggable: false,
// sizerEvents: false,
// enableLayer: false,
});
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'
.
- 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 :
onResizeCallback
: A default resize callback will be assigned interanlly.
width
: Minimum width. i.e. Width of this gridSizer will larger then this value.height
: Minimum height. i.e. Hieght of this gridSizer will larger then this value.origin
,originX
,originY
: Set origin of this sizer. Default value is (0.5, 0.5).column
, orcol
: Amount of column grids.row
: Amount of row grids.columnProportions
,rowProportions
: Proportion of each column/row.- Number : Apply this number proportion to each column/row
- Number array : Apply proportion of column/row through elements of this number array.
space
: Pads spaces.space.left
,space.right
,space.top
,space.bottom
: Space of bounds.space.column
: Space between 2 columns- A number
- A number array
space.row
: Space between 2 rows- A number
- A number array
space.indentLeftOdd
,space.indentLeftEven
: Indent at each odd/even row.space.indentTopOdd
,space.indentTopEven
: Indent at each odd/even column.
createCellContainerCallback
: Callback to create container(sizer) of each cell.function(scene, x, y, config) { return cellContainer; }
x
,y
: Column, row index of this cell.config
: Config of adding childconfig.align = 'center'; config.padding = {left: 0, right: 0, top: 0, bottom: 0}; config.expand = false; config.key = undefined;
cellContainer
: Return a game object for this cell.
name
: Set name of this game object.draggable
: Settrue
to drag top-most object.sizerEvents
: Settrue
to 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.
Custom class¶
- Define class
class MyGridSizer extends RexPlugins.UI.GridSizer { constructor(scene, x, y, minWidth, minHeight, column, row) { super(scene, x, y, minWidth, minHeight, column, row); // ... scene.add.existing(this); } // ... }
- Create instance
var gridSizer = new MyGridSizer(scene, x, y, minWidth, minHeight, column, row);
Add background¶
gridSizer.addBackground(child);
or
gridSizer.addBackground(child, {left: 0, right: 0, top: 0, bottom: 0}, key);
left
,right
,top
,bottom
: Extra padded space. Default is 0.key
: Add this child into childMap, which could be read back bysizer.getElement(key)
.undefined
: Don't add this child. Default value.
Add child¶
Add a game obejct to grid sizer
gridSizer.add(child, column, row);
or
gridSizer.add(child,
{
column: 0,
row: 0,
align: 'center',
padding: {left: 0, right: 0, top: 0, bottom: 0},
expand: false, // expand: {width, height}
key: undefined,
offsetX: 0,
offsetY: 0,
offsetOriginX: 0,
offsetOriginY: 0,
}
);
or
gridSizer.add(child, column, row, align, padding, expand, key);
child
: A game objectcolumn
,row
: Index of grid to add.column
androw
are numbers : Insert game object to cell (column
,row
).- Do nothing if that cell has item already.
column
androw
areundefined
: Search each column, each row to find an empty cell for inserting.- Add an new row (
gridSizer.addEmptyRow()
) if last row was full, then find an empty cell in new row.
- Add an new row (
column
isundefined
, androw
istrue
: Search each row, each column to find an empty cell for inserting.- Add an new column (
gridSizer.addEmptyColumn()
) if last column was full, then find an empty cell in new column.
- Add an new column (
column
is a number, androw
isundefined
: Search each row of columncolumn
to find an empty cell for inserting.- Add an new row (
gridSizer.addEmptyRow()
) if last row was full, then find an empty cell in new row.
- Add an new row (
column
isundefined
androw
is a number : Search each column of rowrow
to find an empty cell for inserting.- Add an new column (
gridSizer.addEmptyColumn()
) if last column was full, then find an empty cell in new column.
- Add an new column (
align
:'center'
, orPhaser.Display.Align.CENTER
: Align game object at center. Default value.'left'
, orPhaser.Display.Align.LEFT_CENTER
: Align game object at left-center.'right'
, orPhaser.Display.Align.RIGHT_CENTER
: Align game object at right-center.'top'
, orPhaser.Display.Align.RIGHT_CENTER
: Align game object at top-center.'bottom'
, orPhaser.Display.Align.BOTTOM_CENTER
: Align game object at bottom-center.
padding
: Add space between bounds. Default is 0.- A number for left/right/top/bottom bounds
- Or a plain object
{ left: 0, right: 0, top: 0, bottom: 0 }
expand
:- Boolean value
true
: Expand width and height of child. Default value.false
: Don't expand width or height of child.
- A plain object
{width: true}
: Only expand width of child.{height: true}
: only expand height of child.{width: true, height: true}
: Expand width and height of child.
- Boolean value
key
: Add this child into childMap, which could be read back bysizer.getElement(key)
.undefined
: Don't add this child. Default value.
offsetX
,offsetOriginX
: Apply offsetoffsetX + offsetOriginY * width
to x coordinate after alignment.offsetY
,offsetOriginY
: Apply offsetoffsetY + offsetOriginY * height
to y coordinate after alignment.
Add multiple¶
sizer.add(gameObjects, config);
gameObjects
: Array of child game objectsconfig
: See config of add-child
Insert empty row/column¶
- Insert an empty row
gridSizer.insertEmptyRow(rowIndex); // gridSizer.insertEmptyRow(rowIndex, proportion, space);
proportion
: Proportion of this new row.undefined
: Use proportion of 1st row as default value.
space
: Space between this new row and previous row.undefined
: Use space of 1st row as default value.
- Add an empty row
gridSizer.addEmptyRow(); // gridSizer.addEmptyRow(rowIndex, proportion, space);
- Insert an empty column
gridSizer.insertEmptyColumn(colIndex); // gridSizer.insertEmptyColumn(colIndex, proportion, space);
proportion
: Proportion of this new column.undefined
: Use proportion of 1st column as default value.
space
: Space between this new column and previous column.undefined
: Use space of 1st column as default value.
- Add an empty row
gridSizer.addEmptyColumn(); // gridSizer.addEmptyColumn(colIndex, proportion, space);
Proportion¶
Set proportion of each column or row via
gridSizer.setColumnProportion(columnIndex, proportion);
gridSizer.setRowProportion(rowIndex, proportion);
Layout children¶
Arrange position of all children.
gridSizer.layout();
See also - dirty
Hide¶
- Set invisible, won't layout it
or
sizer.hide();
sizer.hide(gameObject);
- Set visible, will layout it
or
sizer.show();
sizer.show(gameObject);
Grid index <-> child¶
- Grid index -> child
var child = gridSizer.getChildAt(columnIndex, rowIndex);
- Child -> grid index
var gridIndex = gridSizer.childToGridIndex(child); // var gridIndex = gridSizer.childToGridIndex(child, out);
gridIndex
:{x, y}
, ornull
if child is not belong this sizer.
Remove child¶
- Remove a child
or
gridSizer.remove(child);
gridSizer.removeAt(columnIndex, rowIndex);
- Remove and destroy a child
or
gridSizer.remove(child, true);
gridSizer.removeAt(columnIndex, rowIndex, true);
- Remove all children
gridSizer.removeAll();
- Remove and destroy all children
gridSizer.removeAll(true);
- Remove all children and backgrounds
gridSizer.clear();
- Remove and destroy all children and backgrounds
gridSizer.clear(true);
- Remove from parent sizer
sizer.removeFromParentSizer();
Sort children¶
- Sort by data
gridSizer.sortChildrenByData(key, descending).layout();
key
: Data keydescending
:true
: Descending orderfalse
: Ascending order, default behavior.
- Sort by property of child
gridSizer.sortChildrenByProperty(key, descending).layout();
key
: Property keydescending
:true
: Descending orderfalse
: Ascending order, default behavior.
- Sort by callback
gridSizer.sortChildren(function(childA, childB){ // var valueA = childA.getData(key); // var valueB = childB.getData(key); // return valueB - valueA }).layout();
childA
,childB
: 2 children of this size
Grid size¶
- Amount of column
var columnCount = gridSizer.columnCount;
- Amount of row
var rowCount = gridSizer.rowCount;
- Amount of grid = columnCount * rowCount
var gridCount = gridSizer.gridCount;
Get element¶
- Get element
- All children items
var items = gridSizer.getElement('items');
- All children items
- Get by name
or
var gameObject = gridSizer.getElement('#' + name); // var gameObject = gridSizer.getElement('#' + name, recursive);
var gameObject = gridSizer.getByName(name); // var gameObject = gridSizer.getByName(name, recursive);
recursive
: Settrue
to search all children recursively.
Get child index¶
var index = sizer.getChildIndex(child);
index
: A number, ornull
.
Reset grid¶
sizer.resetGrid(column, row, columnProportions, rowProportions, space);
column
: Amount of column grids.row
: Amount of row grids.columnProportions
,rowProportions
: Proportion of each column/row.- Number : Apply this number proportion to each column/row
- Number array : Apply proportion of column/row through elements of this number array.
space
:space.column
: Space between 2 columns- A number
- A number array
space.row
: Space between 2 rows- A number
- A number array
Note
Children game objects will be removed without destroyed.
Note
Will invoke createCellContainerCallback
to create cellContainer of each cell.