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Sizer

Introduction

Layout children game objects.

It is inspired from wxSizer.

  • 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 sizer object
    var sizer = scene.rexUI.add.sizer(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.sizer(config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import { Sizer } from 'phaser3-rex-plugins/templates/ui/ui-components.js';
    
  • Add sizer object
    var sizer = new Sizer(scene, config);
    scene.add.existing(sizer);
    

Add sizer object

var sizer = scene.rexUI.add.sizer({
    orientation: 0,
    // rtl: false,
    // startChildIndex: 0,

    // x: 0,
    // y: 0,
    // anchor: undefined,
    // width: undefined,
    // height: undefined,
    // space: { left: 0, right:0, top:0, bottom:0, item:0 },

    // name: '',
    // draggable: false,
    // sizerEvents: false,
    // enableLayer: false,
});

or

var sizer = scene.rexUI.add.sizer(x, y, {
    orientation: 0,
    // rtl: false,
    // startChildIndex: 0,

    // width: undefined,
    // height: undefined,
    // anchor: undefined,
    // space: { left: 0, right:0, top:0, bottom:0, item:0 },

    // name: '',
    // draggable: false,
    // sizerEvents: false,
    // enableLayer: false,
});

or

var sizer = scene.rexUI.add.sizer(x, y, width, height, {
    orientation: 0,
    // rtl: false,
    // startChildIndex: 0,
    // anchor: undefined,
    // space: { left: 0, right:0, top:0, bottom:0, item:0 },

    // name: '',
    // draggable: false,
    // sizerEvents: false,
    // enableLayer: false,
});

or

var sizer = scene.rexUI.add.sizer(x, y, width, height, orientation, {
    // rtl: false,
    // startChildIndex: 0,
    // anchor: undefined,
    // space: { left: 0, right:0, top:0, bottom:0, item:0 }
});
  • 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.
  • orientation : Orientation of the sizer.
    • 'left-to-right', 'horizontal','h', 'x', or 0 : Arrange game objects from left ot right. Default value is 0.
    • 'top-to-bottom', 'vertical','v', 'y', or 1 : Arrange game objects from top to bottom.
  • rtl :
    • false : Layout children from left to right. Default behavior.
    • true : Layout children from right to left.
  • startChildIndex : A number, start index of first layout child. Default value is 0.
  • space : Pads spaces.
    • space.left, space.right, space.top, space.bottom : Space of bounds.
    • space.item : Space between 2 children game objects.
  • 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.
  • 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 MySizer extends RexPlugins.UI.Sizer {
        constructor(scene, x, y, minWidth, minHeight, orientation, config) {
            super(scene, x, y, minWidth, minHeight, orientation, config);
            // ...
            scene.add.existing(this);
        }
        // ...
    }
    
  • Create instance
    var sizer = new MySizer(scene, x, y, minWidth, minHeight, orientation);
    

Add background

sizer.addBackground(child);

or

sizer.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 by sizer.getElement(key).
    • undefined : Don't add this child. Default value.

Add child

Add a game obejct to sizer

sizer.add(child);

or

sizer.add(child,
    {
        proportion: 0,
        align: 'center',
        padding: {left: 0, right: 0, top: 0, bottom: 0},
        expand: false,
        key: undefined,
        index: undefined,
        minWidth: undefined,
        minHeight: undefined,
        fitRatio: 0,  // true
    }
);

or

sizer.add(child, proportion, align, padding, expand, key, index);
// sizer.add(child, proportion, align, padding, expand, key, index);
  • child : A game object.
  • proportion :
    • 0, or 'min' : Place next game object closely. Default value.
    • > 0 : Stretch game object via proportion value.
    • null : Don't arrange this child.
  • align :
    • For horizontal orientation sizer :
      • 'center', or Phaser.Display.Align.CENTER : Align game object at vertical-center. Default value.
      • 'top', or Phaser.Display.Align.RIGHT_CENTER : Align game object at top-center.
      • 'bottom', or Phaser.Display.Align.BOTTOM_CENTER : Align game object at bottom-center.
      • Use addSpace() to align child at horizontal-center.
    • For vertical orientation sizer :
      • 'center', or Phaser.Display.Align.CENTER : Align game object at horizontal-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.
      • Use addSpace() to align child at vertical-center.
  • padding : Extra padded space. Default is 0.
    • A number for left/right/top/bottom bounds,
    • Or a plain object.
      {
          left: 0,
          right: 0,
          top: 0,
          bottom: 0
      }
      
  • expand : Set true to
    • Expand height when orientation is 0 (left-to-right), or
    • Expand width when orientation is 1 (top-to-bottom)
  • key : Add this child into childMap, which could be read back by sizer.getElement(key).
    • undefined : Don't add this child. Default value.
  • index : Insert child to.
    • undefined : Insert child at last.
  • minWidth : Minimum width of normal (non-sizer) game object, used when orientation is x, and proportion is not 0, or orientation is y, and expand is true
    • Default value is current display width.
  • minHeight : Minimum height of normal (non-sizer) game object, used when orientation is y, and proportion is not 0, or orientation is x, and expand is true
    • Default value is current display height.
  • fitRatio : Resize child to fit sizer height/width before layout children, when proportion is set to 0.
    • 0, or false : Ignore this feature. Default behavior.
    • true : Fit ratio (width/height) from game object's display size.
    • > 0 : Fit ratio (width/height). 1 is square.

Insert child

sizer.insert(index, child, 
    {
        proportion: 0,
        align: 'center',
        padding: {left: 0, right: 0, top: 0, bottom: 0},
        expand: false,
        key: undefined,
        minWidth: undefined,
        minHeight: undefined,
        fitRatio: 0,
    }
);

or

sizer.insert(index, child, proportion, align, padding, expand, key);

Insert at position

sizer.insertAtPosition(x, y, 
    child, 
    {
        proportion: 0,
        align: 'center',
        padding: {left: 0, right: 0, top: 0, bottom: 0},
        expand: false,
        key: undefined,
        minWidth: undefined,
        minHeight: undefined,
        fitRatio: 0,
    }
);

or

sizer.insertAtPosition(x, y, index, child, proportion, align, padding, expand, key);

Add space

  • Add a stretchable space.
    sizer.addSpace();
    // sizer.addSpace(proportion);
    
  • Insert a stretchable space.
    sizer.insertSpace(index);
    // sizer.insertSpace(index, proportion);
    

Use cases :

  • Align child at center
    sizer
        .addSpace()
        .add(child)
        .addSpace()
    
  • Align 2 children at left and right side
    sizer
        .add(childLeft)
        .addSpace()
        .add(childRight)
    

Change children's align mode

sizer
    .setChildrenAlignMode(mode)
    .layout();
  • mode : Alignment of icon, text, action game objects.
    • undefined, or 'left', or 'top' : Align game objects at left, or top.
      • Remove first and last space children.
    • 'center' : Align game objects at center.
      • Add two spaces as first and last children.
    • 'right', or 'bottom' : Align game objects at right, or bottom.
      • Add space as first child.

Layout children

Arrange position of all children.

sizer.layout();

See also - dirty

Remove child

  • Remove a child
    sizer.remove(child);
    
  • Remove and destroy a child
    sizer.remove(child, true);
    
  • Remove all children
    sizer.removeAll();
    
  • Remove and destroy all children
    sizer.removeAll(true);
    
  • Remove all children and backgrounds
    sizer.clear();
    
  • Remove and destroy all children and backgrounds
    sizer.clear(true);
    
  • Remove from parent sizer
    sizer.removeFromParentSizer();
    

Get element

  • Get element
    • All children items
      var items = sizer.getElement('items');
      
  • Get by name
    var gameObject = sizer.getElement('#' + name);
    // var gameObject = sizer.getElement('#' + name, recursive);
    
    or
    var gameObject = sizer.getByName(name);
    // var gameObject = sizer.getByName(name, recursive);
    
    • recursive : Set true to search all children recursively.

Get child index

var index = sizer.getChildIndex(child);
  • index : A number, or null.

RTL

Alignment of child

  • Set alignment of child in config of adding child
  • Set alignment of child : sizer.setChildAlign(child, align)
    • align :
      • '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.
      • 'top', or Phaser.Display.Align.RIGHT_CENTER : Align game object at top-center.
      • 'bottom', or Phaser.Display.Align.BOTTOM_CENTER : Align game object at bottom-center.
  • Get alignment of child : var align = sizer.getChildAlign(child)

Proportion of child

  • Set proportion of child in config of adding child
  • Set proportion of child : sizer.setChildProportion(child, proportion)
  • Get proportion of child : var align = sizer.getChildProportion(child)

Expand of child

  • Set expand of child in config of adding child
  • Set expand of child : sizer.setChildExpand(child, expand)
  • Get expand of child : var expand = sizer.getChildExpand(child)

Other properties

See base sizer object, container-lite.