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
parentto divId - Set
dom.createContainertotrue.
- 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
parentto divId - Set
dom.createContainertotrue.
- 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
parentto divId - Set
dom.createContainertotrue.
- 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,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,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.widthxcanvas.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 toiconSizexiconSizeiconWidth: Set display width of icon game object toiconWidth.- If
iconHeightisundefined, setscaleYof icon game object toscaleXof icon game object, to keep size ratio.
- If
iconHeight: Set display height of icon game object toiconHeight.- If
iconWidthisundefined, setscaleXof icon game object toscaleYof 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
trueif usingscene.rexUI.wrapExpandTextmethod with any text game object. - Can't work with
squareFitIcon: true.
- Must set to
expandTextHeight: Settrueto 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 toactionSizexactionSizeactionWidth: Set display width of action game object toactionWidth.- If
actionHeightisundefined, setscaleYof action game object toscaleXof action game object, to keep size ratio.
- If
actionHeight: Set display height of action game object toactionHeight.- If
actionWidthisundefined, setscaleXof action game object toscaleYof 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: 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.
clickTarget: Click target to open file chooser dialog- A string,
'icon','text','action','background': Clickicon,text,action,backgroundgame 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
domButtonis set totruevar 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: Settrueto search all children recursively.
Other properties¶
See label), sizer object, base sizer object, container-lite.