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Grid table

Introduction

A container with a grid table, slider, and scroller.

  • 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 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,

    scrollMode: 0,

    // Elements
    background: backgroundGameObject,

    table: {
        width: undefined,
        height: undefined,

        cellWidth: undefined,
        cellHeight: undefined,
        columns: 1,
        // rows: 1,
        mask: {
            padding: 0,
            // updateMode: 0,
        },
        // enableLayer : false,
        interactive: true,
        reuseCellContainer: false,

        // click: undefined,
        // tap: undefined,
        // press: undefined,
        // swipe: undefined,
    },

    slider: {
        // background: sliderBackgroundGameObject,
        track: trackGameObject,
        thumb: thumbGameObject,
        // input: 'drag',
        // position: 'right',
        // adaptThumbSize: false,
        // minThumbSize: undefined,

        // buttons: {
        //     top: topButtonGameObject, bottom: bottomButtonGameObject,
        //     left: leftButtonGameObject, right: rightButtonGameObject,
        //     step: 0.01,
        // }
    },

    scroller: {
        threshold: 10,
        slidingDeceleration: 5000,
        backDeceleration: 2000,
        pointerOutRelease: true,
    },

    mouseWheelScroller: false,
    // mouseWheelScroller: {
    //     focus: false,
    //     speed: 0.1
    // }.

    clamplChildOY: false,

    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,
        // },

        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 : 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.
    • Set width to undefined, and table.width is not undefined, will count width via table + slider.
    • Set height to undefined, and table.height is not undefined, will count height via table + slider.
  • scrollMode : Scroll grid table vertically, or horizontally.
    • 0, 'vertical', or 'v' : Scroll grid table vertically. Default value.
    • 1, 'horizontal', or 'h' : Scroll grid table 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 undefined to expand table width to fit this grid table object.
    • table.height : Height of table, in pixels.
      • Set to undefined to expand table height to fit this grid table object.
    • 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.mask : A rectangle mask of cells
      • table.mask.padding : Extra left/right/top/bottom padding spacing of this rectangle mask. Default value is 0.
      • table.mask.updateMode : When to update cells mask
        • 0, or update : Apply mask to cell container only when table.updateTable() is invoked. Default behavior.
        • 1, or everyTick : Apply mask to cell container every tick. Use this mode if game objects of cell are moved after table.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.interactive : Set true to install touch events (tap/press/over/out/click). Default value is true.
    • table.click : Configuration of cell-click behavior, if table.interactive is true.
      • undefined : Use default click behavior.
    • table.tap : Configuration of cell-tap behavior, if table.interactive is true.
      • undefined : Use default tap behavior.
    • table.press : Configuration of cell-press behavior, if table.interactive is true.
      • undefined : Use default press behavior.
    • table.swipe : Configuration of cell-swipe behavior, if table.interactive is true.
      • 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', or 0 : Control slider by panning/dragging thumb game object. Default setting.
      • 'click', or 1 : Control slider by touching track game object.
      • 'none', or -1 : Disable sider controlling.
    • slider.position : Position of this sldier.
      • 0, 'right', 'bottom' : Sldier at right/bottom side. Default value.
      • 1, 'left', 'top' : Sldier at left/top side.
    • 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.
    • slider.minThumbSize : Minimum height/width of thumb used in slider.adaptThumbSize mode.
    • 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 buttons
      • slider.buttons.step : Scrolling step in each tick. Default value is 0.01.
    • Set to false to skip creating slider.
  • scroller : Configuration of scroller behavior.
    • scroller.threshold : Minimal movement to scroll. Set 0 to scroll immediately.
    • scroller.slidingDeceleration : Deceleration of slow down when dragging released.
      • Set false to disable it.
    • scroller.backDeceleration : Deceleration of pull back when out of bounds.
      • Set false to disable it.
    • scroller.pointerOutRelease : Set to true to release input control when pointer out of gameObject.
    • Set to false to skip creating scroller.
  • mouseWheelScroller : Configuration of mouse-wheel-scroller behavior.
    • mouseWheelScroller.focus :
      • true : Only scrolling when cursor is over table.
      • false : Scrolling without checking cursor. Default behavior.
    • mouseWheelScroller.speed : Scrolling speed, default value is 0.1.
    • Set to false to skip creating mouse-wheel-scroller. Default behavior.
  • clamplChildOY : Set true to clamp scrolling.
  • createCellContainerCallback : Callback to return a container object, or null of each visible cell.
    • Properties of cell parameter
      • cell.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 to items parameter.
      • 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', or Phaser.Display.Align.CENTER : Align game object at center of cell space.
        • 'left', or Phaser.Display.Align.LEFT_CENTER : Align game object at left-center of cell space.
        • 'right', or Phaser.Display.Align.RIGHT_CENTER : Align game object at right-center of cell space.
        • 'top', or Phaser.Display.Align.RIGHT_CENTER : Align game object at top-center of cell space.
        • 'bottom', or Phaser.Display.Align.BOTTOM_CENTER : Align game object at bottom-center of cell space.
    • If cell.align is undefined (default value), Origin of returned cell container will be set to (0, 0)
    • cellContainer : Cell container picked from object pool for reusing. Set reuseCellContainer to true to enable this feature.
      • null : No cell container available.
      • Game object : Reusable cell container.
  • header : Game object of header, optional.
  • footer : Game object of footer, optional.
  • space : Pads spaces
    • space.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 scrollMode is 0 (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 scrollMode is 1 (horizontal) :
          • space.table.left, space.table.right : Left, right padding space of table object.
          • space.table.bottom : Space between table object and slider object.
    • space.slider :
      • 0 : No space around slider.
      • space.slider.left, space.slider.right, space.slider.top, space.slider.bottom : Space around slider.
    • space.header : Space between header and table.
    • space.footer : Space between footer and table.
  • expand : Expand width or height of element
    • expand.header : Set true to expand width or height of header game object.
    • expand.footer : Set true to expand width or height of footer game object.
  • align : Align element
    • align.header
      • 'center', or Phaser.Display.Align.CENTER : Align game object at center. Default value.
      • 'left', or Phaser.Display.Align.LEFT_CENTER : Align game object at left-center.
      • 'right', or Phaser.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 : Set true to drag top-most object.
  • sizerEvents : Set true to fire sizer events. Default value is false.

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);
    

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;
  • Scroll to bottom
    table.scrollToBottom();
    
    • Equal to table.t = 1;

Enable/disable scrolling

  • Slider
    • Set enable state
      table.setSliderEnable(enabled);
      
      or
      table.sliderEnable = enabled;
      
    • Get enable state
      var enable = table.sliderEnable;
      
  • Scroller
    • Set enable state
      table.setScrollerEnable(enabled);
      
      or
      table.scrollerEnable = enabled;
      
    • Get enable state
      var enable = table.scrollerEnable;
      

Refresh table cells

  • Refresh all visible cells
    table.refresh();
    
    • Equal to table.setItems(table.items).
  • 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.

Events

  • Pointer-down cell
    table.on('cell.down', function(cellContainer, cellIndex, pointer, event) {
        // ...
    }, scope);
    
    • Cancel remaining touched events : event.stopPropagation()
  • Pointer-up cell
    table.on('cell.up', function(cellContainer, cellIndex, pointer, event) {
        // ...
    }, scope);
    
    • Cancel remaining touched events : event.stopPropagation()
  • Pointer-over cell
    table.on('cell.over', function(cellContainer, cellIndex, pointer, event) {
        // ...
    }, scope);
    
    • Cancel remaining touched events : event.stopPropagation()
  • Pointer-out cell
    table.on('cell.out', function(cellContainer, cellIndex, pointer, event) {
        // ...
    }, scope);
    
    • Cancel remaining touched events : event.stopPropagation()
  • Click cell
    table.on('cell.click', function(cellContainer, cellIndex, pointer, event) {
        // ...
    }, scope);
    
    • Cancel remaining touched events : event.stopPropagation()
  • 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) {
        // ...
    })
    
  • Scroller drag start
    table.getElement('scroller').on('dragstart', function(panel) {
        // ...
    })
    
  • Scroller drag end
    table.getElement('scroller').on('dragend', function(panel) {
        // ...
    })
    

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');
        
    • Scroller
      var scroller = table.getElement('scroller');
      
    • Header game object
      var tableBody = table.getElement('header');
      
    • Footer game object
      var tableBody = table.getElement('footer');
      
  • Get by name
    var gameObject = table.getElement('#' + name);
    // var gameObject = table.getElement('#' + name, recursive);
    
    or
    var gameObject = table.getByName(name);
    // var gameObject = table.getByName(name, recursive);
    
    • recursive : Set true to search all children recursively.