Grid table
Introduction¶
A container with a grid table, slider, and scroller.
- Author: Rex
- Game object
Live demos¶
- Grid table
- Varying cell size
- Messages
- Sizer cell:
- Click child of cell
- Two sliders
- Snap
- Separator
- Modal
- Fixed cell size
- Drag item
- Layer + mask padding
- Fade-out-destroy cell
- Custom mask
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 table object
var table = scene.rexUI.add.gridTable(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 table object
var table = scene.rexUI.add.gridTable(config);
Import class¶
- Install rex plugins from npm
npm i phaser3-rex-plugins - Import class
import { GridTable } from 'phaser3-rex-plugins/templates/ui/ui-components.js'; - Add table object
var table = new GridTable(scene, config); scene.add.existing(table);
Add table object¶
var table = scene.rexUI.add.gridTable({
// x: 0,
// y: 0,
// anchor: undefined,
// width: undefined,
// height: undefined,
// origin: 0.5
// originX:
// originY:
// scrollMode: 0,
// Elements
background: backgroundGameObject,
table: {
width: undefined,
height: undefined,
cellWidth: undefined,
cellHeight: undefined,
columns: 1,
// rows: 1,
// fixedCellSize: false,
mask: {
padding: 0,
// updateMode: 0,
},
// enableLayer: false,
interactive: true,
reuseCellContainer: false,
// startFromBottom: false,
// click: undefined,
// tap: undefined,
// press: undefined,
// swipe: undefined,
},
slider: {
// background: sliderBackgroundGameObject,
track: trackGameObject,
/*
track: {
width: 1, height: 1,
radius: 0,
color: undefined, alpha: 1,
strokeColor: undefined, strokeAlpha: 1, strokeWidth: 2,
shape: undefined
}
*/
thumb: thumbGameObject,
/*
thumb: {
width: 1, height: 1,
radius: 0,
color: undefined, alpha: 1,
strokeColor: undefined, strokeAlpha: 1, strokeWidth: 2,
shape: undefined
}
*/
// input: 'drag',
// position: 'right',
// gap: undefined,
// hideUnscrollableSlider: false,
// disableUnscrollableDrag: false,
// adaptThumbSize: false,
// minThumbSize: undefined,
// buttons: {
// top: topButtonGameObject, bottom: bottomButtonGameObject,
// left: leftButtonGameObject, right: rightButtonGameObject,
// step: 0.01,
// }
},
// sliderX: {...},
// sliderY: {...},
// scroller: {
// threshold: 10,
// slidingDeceleration: 5000,
// backDeceleration: 2000,
// pointerOutRelease: true,
// rectBoundsInteractive: true,
// dragRate: 1,
// },
// scrollerX: {...},
// scrollerY: {...},
mouseWheelScroller: false,
// mouseWheelScroller: {
// focus: true,
// speed: 0.1
// }.
// mouseWheelScrollerX: {...},
// mouseWheelScrollerY: {...},
clampChildOY: false,
// snapStep: undefined,
header: headerGameObject,
footer: footerGameObject,
space: {
left: 0,
right: 0,
top: 0,
bottom: 0,
table: 0,
// table: {
// top: 0,
// bottom: 0,
// left: 0,
// right: 0,
//},
slider: 0,
// slider: {
// top: 0,
// bottom: 0,
// left: 0,
// right: 0,
// },
// sliderX: 0,
// sliderY: 0,
header: 0,
footer: 0,
},
expand: {
header: true,
footer: true,
},
align: {
header: 'center',
footer: 'center',
},
createCellContainerCallback: function(cell, cellContainer) {
var scene = cell.scene,
width = cell.width,
height = cell.height,
item = cell.item,
items = cell.items,
index = cell.index;
if (cellContainer === null) { // No reusable cell container, create a new one
// cellContainer = scene.rexUI.add.label();
}
// Set child properties of cell container ...
// cell.setCellContainerAlign(); // Set alignment of cellContainer
return cellContainer; // or null
},
items: [],
// name: '',
// draggable: false,
// sizerEvents: 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,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.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.- Set
widthtoundefined, andtable.widthis notundefined, will count width via table + slider. - Set
heighttoundefined, andtable.heightis notundefined, will count height via table + slider.
- Set
origin,originX,originY: Set origin of this sizer. Default value is (0.5, 0.5).scrollMode: Scroll panel vertically, or horizontally.0,'vertical', or'v','y': Scroll panel vertically. Default value.1,'horizontal', or'h'.'x': Scroll panel horizontally.2, or'xy': Two-sliders mode, scroll panel vertically and horizontally.
background: Game object of background, optional. This background game object will be resized to fit the size of grid table.table: Configuration of grid table core.table.width: Width of table, in pixels.- Set to
undefinedto expand table width to fit this grid table object.
- Set to
table.height: Height of table, in pixels.- Set to
undefinedto expand table height to fit this grid table object.
- Set to
table.cellHeight: Default height of each cell.- Necessary field in vertical scrollMode.
undefined: Expand cell height to fit table height, in horizontal scrollMode.
table.cellWidth: Width of each cell.- Necessary field in horizontal scrollMode.
undefined: Expand cell width to fit table width, in vertical scrollMode.
table.columns: Columns count of each row. Can be used in vertical or horizontal scroll mode.table.rows: Rows count of each column. Can be used in horizontal scroll mode.table.fixedCellSize: Assigncolumnsaccording tocellWidth(ifscrollModeis0) orcellHeight(ifscrollModeis1) , when initialize and resizing. -false: Ignore this parameter. Default behavior.true: Setcolumnsaccording tocellWidth/cellHeight.
table.mask: A rectangle mask of cellstable.mask.padding: Extra left/right/top/bottom padding spacing of this rectangle mask. Default value is0.table.mask.updateMode: When to update cells mask0, orupdate: Apply mask to cell container only whentable.updateTable()is invoked. Default behavior.1, oreveryTick: Apply mask to cell container every tick. Use this mode if game objects of cell are moved aftertable.updateTable()and still been masked.
false: No mask.
table.enableLayer:false: Add cell game objects into scene's display list. Default behavior.true: Add cell game objects into an internal layer game object. See also.
table.reuseCellContainer:true: Reuse cell container when creating new cell container.false: Destory cell container when cell is invisible, create new cell container when cell is visible. Default behavior.
table.startFromBottom:false: Start from top. Default behavior.true: If cells' height is less then a page, align cells to bottom.
table.interactive: Settrueto install touch events (tap/press/over/out/click). Default value istrue.table.click: Configuration of cell-click behavior, iftable.interactiveistrue.undefined: Use default click behavior.
table.tap: Configuration of cell-tap behavior, iftable.interactiveistrue.undefined: Use default tap behavior.
table.press: Configuration of cell-press behavior, iftable.interactiveistrue.undefined: Use default press behavior.
table.swipe: Configuration of cell-swipe behavior, iftable.interactiveistrue.undefined: Use default swipe behavior.
slider: Componments of slider, optional.slider.background: Game object of slider background, optional.slider.track: Game object of track.slider.thumb: Game object of thumb.slider.input:'pan','drag', or0: Control slider by panning/dragging thumb game object. Default setting.'click', or1: Control slider by touching track game object.'none', or-1: Disable sider controlling.
slider.position: Position of this slider.0,'right','bottom': Slider at right/bottom side. Default value.1,'left','top': Slider at left/top side.
slider.hideUnscrollableSlider:false: Slider is always visible no matter it is scrollable or not. Default behavior.true: Set slider to invisible if it is unscrollable.
slider.disableUnscrollableDrag:false: Scroller is always enale no matter it is scrollable or not. Default behavior.true: Set scroller to disable if it is unscrollable.
slider.adaptThumbSize:false: Don't adjust height/width of thumb. Default behavior.true: Adjust height/width of thumb according to ratio of visible child.- Minimum height/width of thumb =
slider.minThumbSize. If content is larger then a page. - Maximum height/width of thumb = height/width of
slider.track. If content is less then a page.
- Minimum height/width of thumb =
slider.minThumbSize: Minimum height/width of thumb used inslider.adaptThumbSizemode.slider.buttons: Press button to scroll content in each tick.slider.buttons.top,slider.buttons.bottom: Top and bottom buttons.slider.buttons.left,slider.buttons.right: Left and right buttonsslider.buttons.step: Scrolling step in each tick. Default value is0.01.
- Set to
falseto skip creating slider.
sliderX,sliderY: Componments of sliderX and sliderY, for two-sliders mode.scroller: Configuration of scroller behavior.scroller.threshold: Minimal movement to scroll. Set0to scroll immediately.scroller.slidingDeceleration: Deceleration of slow down when dragging released.- Set
falseto disable it.
- Set
scroller.backDeceleration: Deceleration of pull back when out of bounds.- Set
falseto disable it.
- Set
scroller.pointerOutRelease: Set totrueto release input control when pointer out of gameObject.scroller.rectBoundsInteractive:false: Detect scrolling by game object's touch input.true: Detect scrolling by rectangle bounds of game object. Default behavior.
scroller.dragRate: Rate of dragging distance/dragging speed. Default value is1.- Set to
falseto skip creating scroller.
scrollerX,scrollerY: Configuration of scrollerX, scrollerY behavior, for two-sliders mode.mouseWheelScroller: Configuration of mouse-wheel-scroller behavior.mouseWheelScroller.focus:false, or0: Without checking if cursor is over game object or not.true, or1: Cursor is inside the rectangle bounds of game object. Default behavior.2: Cursor is over game object.
mouseWheelScroller.speed: Scrolling speed, default value is0.1.- Set to
falseto skip creating mouse-wheel-scroller. Default behavior.
mouseWheelScrollerX,mouseWheelScrollerY: Configuration of mouse-wheel-scrollerX, or mouse-wheel-scrollerY behavior, for two-sliders mode.clampChildOY: Settrueto clamp scrolling.snapStep: The interval at which a value snaps to the nearest multiple.undefined, or0: Disable snapping mode, default behavior.
createCellContainerCallback: Callback to return a container object, ornullof each visible cell.- Properties of
cellparametercell.scene: Scene of this grid table object.cell.width: Width of this cell, in pixels.cell.height: Height of this cell, in pixels.cell.item: Item of this cell to display.cell.items: Array of item data for each cell, equal toitemsparameter.cell.index: Index of this cell.
- Alignment of cellContainer :
cell.setCellContainerAlign(align);align:undefined: Set position of cellContainer to left-top of cell space. Default behavior.'center', orPhaser.Display.Align.CENTER: Align game object at center of cell space.'left', orPhaser.Display.Align.LEFT_CENTER: Align game object at left-center of cell space.'right', orPhaser.Display.Align.RIGHT_CENTER: Align game object at right-center of cell space.'top', orPhaser.Display.Align.RIGHT_CENTER: Align game object at top-center of cell space.'bottom', orPhaser.Display.Align.BOTTOM_CENTER: Align game object at bottom-center of cell space.
- If
cell.alignisundefined(default value), Origin of returned cell container will be set to (0, 0) cellContainer: Cell container picked from object pool for reusing. SetreuseCellContainertotrueto enable this feature.null: No cell container available.- Game object : Reusable cell container.
- Properties of
header: Game object of header, optional.footer: Game object of footer, optional.space: Pads spacesspace.left,space.right,space.top,space.bottom: Space of bounds.space.table:- A number: Space between table object and slider object.
- An object: Padding of table object.
- If
scrollModeis0(vertical) :space.table.top,space.table.bottom: Top, bottom padding space of table object.space.table.right: Space between table object and slider object.
- If
scrollModeis1(horizontal) :space.table.left,space.table.right: Left, right padding space of table object.space.table.bottom: Space between table object and slider object.
- If
space.slider:0: No space around slider.space.slider.left,space.slider.right,space.slider.top,space.slider.bottom: Space around slider.
space.sliderX,space.sliderX: Space configuration of sliderX, sliderX, for two-sliders mode.0: No space around slider.
space.header: Space between header and table.space.footer: Space between footer and table.
expand: Expand width or height of elementexpand.header: Settrueto expand width or height of header game object.expand.footer: Settrueto expand width or height of footer game object.
align: Align elementalign.header'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.
align.footer
items: Array of item data for each cell.name: Set name of this game object.draggable: Settrueto drag top-most object.sizerEvents: Settrueto fire sizer events. Default value isfalse.
Scroll mode¶
If scrollMode parameter is not given :
- Set
scrollModeto2, if configuration hassliderX,sliderY, orscrollerX,scrollerYparameters. - Set
scrollModeto0, if configuration hassliderY, orscrollerYparameters. - Set
scrollModeto1, if configuration hassliderX, orscrollerXparameters.
Custom class¶
- Define class
class MyGridTable extends RexPlugins.UI.GridTable { constructor(scene, config) { super(scene, config); // ... scene.add.existing(this); } // ... } - Create instance
var table = new MyGridTable(scene, config);
Layout children¶
Arrange position of all elements.
table.layout();
See also - dirty
Items¶
- Set
table.setItems(items);items: Array of item data for each cell.- This method will update each visible cell of grid table.
- Clear all items
table.setItems(); - Get
var items = table.items; - Add item
Phaser.Utils.Array.Add(table.items, item); table.refresh(); - Insert item
Phaser.Utils.Array.AddAt(table.items, item, index); table.refresh(); - Remove item
Phaser.Utils.Array.Remove(table.items, item); table.refresh(); - Remove item at index
Phaser.Utils.Array.RemoveAt(table.items, index); table.refresh(); - Remove items between indexes
Phaser.Utils.Array.RemoveBetween(table.items, startIndex, endIndex); table.refresh(); - Remove random item
Phaser.Utils.Array.RemoveRandomElement(table.items); table.refresh();
Cell container¶
- Get
var container = table.getCellContainer(cellIndex);
Reset size of all cells¶
table.resetAllCellsSize(width, height);
Scroll content¶
- Set
table.childOY = oy; // table.setChildOY(oy); - Set and clamp
table.setChildOY(oy, true); - Add
table.addChildOY(oy); - Add and clamp
table.addChildOY(oy, true); - Get
var childOY = table.childOY; - Top OY
var topOY = table.topChildOY; - Bottom OY
var bottomOY = table.bottomChildOY; - Is overflow (height of content is larger than display height)
var isOverflow = textArea.isOverflow;
Scroll by percentage¶
- Set
table.t = t; // t: 0~1 // table.setT(t); - Set and clamp
table.setT(t, true); - Get
var t = table.t;
Scroll to top/bottom¶
- Scroll to top
table.scrollToTop();- Equal to
table.t = 0;
- Equal to
- Scroll to bottom
table.scrollToBottom();- Equal to
table.t = 1;
- Equal to
Scroll to row¶
- Scroll to next row
table.scrollToNextRow(); - Scroll to next n row
table.scrollToNextRow(n); - Scroll to row
table.scrollToRow(rowIndex); - Get current row index
var rowIndex = table.startRowIndex;
Enable/disable scrolling¶
- Slider
- Set enable state
or
table.setSliderEnable(enabled);table.sliderEnable = enabled; - Get enable state
var enable = table.sliderEnable;
- Set enable state
- Scroller
- Set enable state
or
table.setScrollerEnable(enabled);table.scrollerEnable = enabled; - Get enable state
var enable = table.scrollerEnable;
- Set enable state
- Mouse-Wheel-Scroller
- Set enable state
or
table.setMouseWheelScrollerEnable(enabled);table.mouseWheelScrollerEnable = enabled; - Get enable state
var enable = table.mouseWheelScrollerEnable;
- Set enable state
Refresh table cells¶
- Refresh all visible cells
table.refresh();- Equal to
table.setItems(table.items).
- Equal to
- Update a visible cell
table.updateVisibleCell(cellIndex);
Table size¶
- Table width
var tableWidth = table.getElement('table').tableWidth; - Table height
var tableHeight = table.getElement('table').tableHeight;
Other properties¶
See base sizer object, container-lite.
Events¶
- Pointer-down cell
table.on('cell.down', function(cellContainer, cellIndex, pointer, event) { // ... }, scope);- Cancel remaining touched events :
event.stopPropagation()
- Cancel remaining touched events :
- Pointer-up cell
table.on('cell.up', function(cellContainer, cellIndex, pointer, event) { // ... }, scope);- Cancel remaining touched events :
event.stopPropagation()
- Cancel remaining touched events :
- Pointer-over cell
table.on('cell.over', function(cellContainer, cellIndex, pointer, event) { // ... }, scope);- Cancel remaining touched events :
event.stopPropagation()
- Cancel remaining touched events :
- Pointer-out cell
table.on('cell.out', function(cellContainer, cellIndex, pointer, event) { // ... }, scope);- Cancel remaining touched events :
event.stopPropagation()
- Cancel remaining touched events :
- Click cell
table.on('cell.click', function(cellContainer, cellIndex, pointer, event) { // ... }, scope);- Cancel remaining touched events :
event.stopPropagation()
- Cancel remaining touched events :
- Tap cell
table.on(tapEventName, function(cellContainer, cellIndex, pointer) { // ... }, scope);tapEventName:'cell.1tap','cell.2tap','cell.3tap', etc ...cellContainer: Container game object of triggered cell.cellIndex: Index of triggered cell.
- Press cell
table.on(`cell.pressstart`, function(cellContainer, cellIndex, pointer) { // ... }, scope);table.on(`cell.pressend`, function(cellContainer, cellIndex, pointer) { // ... }, scope); - Swipe cell
table.on(swipeEventName, function(cellContainer, cellIndex, pointer) { // ... }, scope);swipeEventName:'cell.swipeleft','cell.swiperight','cell.swipeup','cell.swipedown'.
- Scroll table
table.on('scroll', function(table) { // ... }) - Slider
- Slider drag start
table.getElement('slider').on('inputstart', function(panel) { // ... }) - Slider drag end
table.getElement('slider').on('inputend', function(panel) { // ... })
- Slider drag start
- Scroller
- Scroller drag start
table.getElement('scroller').on('dragstart', function(panel) { // ... }) - Scroller drag end
table.getElement('scroller').on('dragend', function(panel) { // ... })
- Scroller drag start
Interactive with child of cell¶
table.on('cell.click', function(cellContainer, cellIndex, pointer, event) {
var child;
// child = cellContainer.getElement(...);
if (cellContainer.isPointerInBounds(child)) {
// Pointer on this child
}
}, scope);
Reference of isPointerInBounds method
Get element¶
- Get element
- Background game object
var background = table.getElement('background'); - Grid table
var tableBody = table.getElement('table'); - Layer of gridtable, assigned at config
table.mask.layer.var layer = table.getElement('tableLayer'); - Slider
- Track
var track = table.getElement('slider.track'); - Thumb
var thumb = table.getElement('slider.thumb');
- Track
- Scroller
var scroller = table.getElement('scroller'); - Header game object
var tableBody = table.getElement('header'); - Footer game object
var tableBody = table.getElement('footer');
- Background game object
- Get by name
or
var gameObject = table.getElement('#' + name); // var gameObject = table.getElement('#' + name, recursive);var gameObject = table.getByName(name); // var gameObject = table.getByName(name, recursive);recursive: Settrueto search all children recursively.