Image input label
Introduction¶
A container with a canvas icon, text, and background. Click icon to popup a (image) file chooser dialog, display selected image on canvas.
- Author: Rex
- Game object
Live demos¶
Usage¶
Install plugin¶
Load minify file¶
- Enable dom element in configuration of game
var config = { parent: divId, dom: { createContainer: true }, input: { mouse: { target: divId }, touch: { target: divId }, }, // ... }; var game = new Phaser.Game(config);
- Set
parent
to divId - Set
dom.createContainer
totrue
.
- Set
- 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 image-input label object
var imageInputLabel = scene.rexUI.add.imageInputLabel(config);
Import plugin¶
- Install rex plugins from npm
npm i phaser3-rex-plugins
- Install plugin, enable dom element in configuration of game
import UIPlugin from 'phaser3-rex-plugins/templates/ui/ui-plugin.js'; var config = { parent: divId, dom: { createContainer: true }, input: { mouse: { target: divId }, touch: { target: divId }, }, // ... plugins: { scene: [{ key: 'rexUI', plugin: UIPlugin, mapping: 'rexUI' }, // ... ] } // ... }; var game = new Phaser.Game(config);
- Set
parent
to divId - Set
dom.createContainer
totrue
.
- Set
- Add image-input label object
var imageInputLabel = scene.rexUI.add.imageInputLabel(config);
Import class¶
- Install rex plugins from npm
npm i phaser3-rex-plugins
- Enable dom element in configuration of game
var config = { parent: divId, dom: { createContainer: true }, input: { mouse: { target: divId }, touch: { target: divId }, }, // ... }; var game = new Phaser.Game(config);
- Set
parent
to divId - Set
dom.createContainer
totrue
.
- Set
- Import class
import { ImageInputLabel } from 'phaser3-rex-plugins/templates/ui/ui-components.js';
- Add image-input label object
var imageInputLabel = new ImageInputLabel(scene, config); scene.add.existing(imageInputLabel);
Add imageInputLabel object¶
var imageInputLabel = scene.rexUI.add.imageInputLabel({
// x: 0,
// y: 0,
// anchor: undefined,
// width: undefined,
// height: undefined,
// origin: 0.5
// originX:
// originY:
orientation: 0,
// rtl: false,
background: backgroundGameObject,
canvas: {
// width: 128,
// height: 128,
// fill: undefined,
// key: undefined,
// frame: undefined,
},
// scaleUpIcon: false,
iconBackground: iconBackgroundGameObject,
// squareFitIcon: false,
// iconSize: undefined, iconWidth: undefined, iconHeight: undefined,
text: textGameObject,
expandTextWidth: false,
expandTextHeight: false,
action: actionGameObject,
// actionMask: false,
// squareFitAction: false,
// actionSize: undefined, actionWidth: undefined, actionHeight: undefined,
align: undefined,
space: {
left: 0,
right: 0,
top: 0,
bottom: 0,
icon: 0,
iconTop: 0, iconBottom: 0, iconLeft: 0, iconRight: 0,
text: 0,
actionTop: 0, actionBottom: 0, actionLeft: 0, actionRight: 0,
},
// name: '',
// draggable: false,
// sizerEvents: false,
// enableLayer: false,
// clickTarget: undefined,
// domButton: true,
});
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
,height
: Minimum width, minimum height.origin
,originX
,originY
: Set origin of this sizer. Default value is (0.5, 0.5).orientation
:'left-to-right'
,'horizontal'
,'h'
,'x'
, or0
: Put icon at left side, and text at right side.'top-to-bottom'
,'vertical'
,'v'
,'y'
, or1
: Put icon at top side, and text at bottom side.
rtl
:true
: Layout children from right to left.false
: Layout children from left to right. Default behavior.
background
: Game object of background, optional. This background game object will be resized to fit the size of imageInputLabel.canvas
: Parameters of creating canvas game object.canvas.width
,canvas.height
,canvas.fill
: Create canvas with size (canvas.width
xcanvas.height
), filling by colorcanvas.fill
.canvas.key
,canvas.frame
: Create canvas then paste texturecanvas.key
,canvas.frame
.
iconBackground
: Game object of iconBackground, optional.squareFitIcon
:true
: Resize icon size to square to fit imageInputLabel height/width.- Can't work wit
expandTextWidth: true
- Can't work wit
false
: Ignore this feature. Default behavior.
iconSize
: Set display size of icon game object toiconSize
xiconSize
iconWidth
: Set display width of icon game object toiconWidth
.- If
iconHeight
isundefined
, setscaleY
of icon game object toscaleX
of icon game object, to keep size ratio.
- If
iconHeight
: Set display height of icon game object toiconHeight
.- If
iconWidth
isundefined
, setscaleX
of icon game object toscaleY
of icon game object, to keep size ratio.
- If
scaleUpIcon
:true
: Scale-up canvas game object if its size is smaller than icon (imageBox).false
: Keep current size when its size is smaller than icon (imageBox). Default behavior.
text
: Game object of text, optional.expandTextWidth
:false
: Keep width of text to original size. Default behavior.true
: Expand width of text object. Will set display width by default.- Must set to
true
if usingscene.rexUI.wrapExpandText
method with any text game object. - Can't work with
squareFitIcon: true
.
- Must set to
expandTextHeight
: Settrue
to expand height of text object.action
: Game object of action icon, optional.actionMask
: Set true to add a circle mask on action icon game object.- Phaser 3 engine does not support nested mask, uses circle mask image instead.
squareFitAction
:true
: Resize action icon size to square to fit imageInputLabel height/width.false
: Ignore this feature. Default behavior.
actionSize
: Set display size of action game object toactionSize
xactionSize
actionWidth
: Set display width of action game object toactionWidth
.- If
actionHeight
isundefined
, setscaleY
of action game object toscaleX
of action game object, to keep size ratio.
- If
actionHeight
: Set display height of action game object toactionHeight
.- If
actionWidth
isundefined
, setscaleX
of action game object toscaleY
of action game object, to keep size ratio.
- If
align
: Alignment of icon, text, action game objects.undefined
, or'left'
, or'top'
: Align game objects at left, or top.'center'
: Align game objects at center.'right'
, or'bottom'
: Align game objects at right, or bottom.
space
: Pads spaces.space.left
,space.right
,space.top
,space.bottom
: Space of bounds.space.icon
: Space between icon game object and text game object.space.iconTop
,space.iconBottom
,space.iconLeft
,space.iconRight
: Space around icon game object.space.text
: Space between text game object and action icon game object.space.actionTop
,space.actionBottom
,space.actionLeft
,space.actionRight
: Space around action icon game object.
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.
clickTarget
: Click target to open file chooser dialog- A string,
'icon'
,'text'
,'action'
,'background'
: Clickicon
,text
,action
,background
game object to open file chooser dialog. undefined
: Click this ImageInputLabel game object to open file chooser dialog. Default behavior.null
,false
: NoclickTarget
. Open file chooser dialog manually under a touch event.
- A string,
domButton
:true
: Put DOM buttom aboveclickTarget
, to receive click event.false
: Add click event atclickTarget
.- This mode won't work at ios
Expand size of text¶
Expand width/height of text when expandTextWidth
/expandTextHeight
is true
To resize text object, text object should have resize
method. For example
class MyText extends Phaser.GameObjects.Text {
constructor(scene, x, y, text, style) {
super(scene, x, y, text, style);
scene.add.existing(this);
}
resize(width, height) {
this.setFixedSize(width, height);
return this;
}
}
Or uses bbcode text object, tag text object, canvasInput object.
Custom class¶
- Define class
class MyLabel extends RexPlugins.UI.ImageInputLabel { constructor(scene, config) { super(scene, config); // ... scene.add.existing(this); } // ... }
- Create instance
var imageInputLabel = new MyLabel(scene, config);
Layout children¶
Arrange position of all elements.
imageInputLabel.layout();
See also - dirty
Open file chooser dialog¶
Failure
This method can't run at ios.
Note
Open a file chooser dialog under any touch event. i.e. User can't open file chooser dialog directly.
imageInputLabel.openPromise()
.then(function(file){
})
file
: File object
imageInputLabel.open()
Enable clicking-open¶
- Enable
imageInputLabel.setClickOpenEnable(); // imageInputLabel.setClickOpenEnable(true);
- Disable
imageInputLabel.setClickOpenEnable(false)
Save texture¶
Save image on canvas into texture manager.
imageInputLabel.saveTexture(key);
Events¶
- Select file
imageInputLabel.on('select', function(file, imageInputLabel) { })
file
: File object
Get element¶
- Get element
- Background game object
var background = imageInputLabel.getElement('background');
- Canvas game object (a canvas game object created internally)
var canvas = imageInputLabel.getElement('canvas');
- Icon background game object
var iconBackground = imageInputLabel.getElement('iconBackground');
- Icon game object (an imageBox game object created internally)
var imageBox = imageInputLabel.getElement('icon');
- Text game object
var textObject = imageInputLabel.getElement('text');
- Action icon game object
var action = imageInputLabel.getElement('action');
- File chooser game object, if
domButton
is set totrue
var fileChooser = imageInputLabel.getElement('fileChooser');
- Background game object
- Get by name
or
var gameObject = imageInputLabel.getElement('#' + name); // var gameObject = imageInputLabel.getElement('#' + name, recursive);
var gameObject = imageInputLabel.getByName(name); // var gameObject = imageInputLabel.getByName(name, recursive);
recursive
: Settrue
to search all children recursively.
Other properties¶
See label), sizer object, base sizer object, container-lite.