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LibGDX - 自定义单击侦听器?

[英]LibGDX - Custom Click Listener?

I want to make my own Button class, that will have a Sprite, and whenever i touch it it will grow or rotate, etc, the class will have also a Draw and Update function. 我想创建自己的Button类,它将有一个Sprite,每当我触摸它时它会增长或旋转等,该类还将具有Draw和Update功能。

To check if I touch it i can check if the sprite rectangle contains the position of the touch in the touchdown and touchup method of the screen class. 为了检查我是否触摸它,我可以检查精灵矩形是否包含屏幕类的触地和触摸方法中的触摸位置。

I don't want to do that, i want to make something like android button click listener, is that possible? 我不想那样做,我想做一些像android按钮点击监听器,这可能吗?

Something like 就像是

myCoolButton.setOnClickListener(new CoolButtonClassClickListener(

public void OnTouchDown()  {

}

public void OnTouchUp()   {
}
});

Is possible? 有可能吗?

Of course you can, that's exactly what I did too. 当然可以,这正是我所做的。

public interface FFListener
{
    public void onClick(FFListenerButton flb);
}

And

public class FFListenerButton extends FFButton
{
    private FFListener ffListener;

    public FFListenerButton(Rectangle bounds, CharSequence text, FFListener ffListener)
    {
        super(bounds, text);
        this.ffListener = ffListener;
    }

    @Override
    protected void action()
    {
        ffListener.onClick(this);
    }
}

And

public abstract class FFButton 
{
    private Rectangle bounds;
    private CharSequence text;
    private boolean selected;
    private boolean hidden;
    private boolean active;
    private boolean disabled;

    public FFButton(Rectangle bounds, CharSequence text)
    {
        this.bounds = bounds;
        this.text = text;
        this.hidden = false;
        this.active = false;
        this.disabled = false;
    }

    protected abstract void action();

    public void execute()
    {
        if(disabled == false)
        {
            action();
        }
    }


    public boolean contains(float x, float y)
    {
        return bounds.contains(x, y);
    }

    public float x()
    {
        return bounds.x;
    }

    public float y()
    {
        return bounds.y;
    }

    public float width()
    {
        return bounds.width;
    }

    public float height()
    {
        return bounds.height;
    }

    public void drawBounds(ShapeRenderer shapeRenderer)
    {
        if(hidden != true)
        {
        shapeRenderer.rect(x(), y(), width(), height(), 0, 0, 0);
        }
    }

    public CharSequence getText()
    {
        return text;
    }

    public FFButton setText(String text)
    {
        this.text = text;
        return this;
    }

    public void drawText(SpriteBatch batch)
    {
        if(hidden != true)
        {
            Resources.bitmapFont.draw(batch, getText(), x()+(width()/8), y()+height()*0.75f); //black magic, please adjust
        }
    }

    public boolean getSelected()
    {
        return selected;
    }

    public FFButton setSelected(boolean selected)
    {
        this.selected = selected;
        return this;
    }

    public boolean isActive()
    {
        return active;
    }

    public FFButton setActive(boolean active)
    { 
        this.active = active;
        return this;
    }

    public boolean isHidden()
    {
        return hidden;
    }

    public FFButton setHidden(boolean hidden)
    {
        this.hidden = hidden;
        return this;
    }

    public Rectangle getBounds()
    {
        return bounds;
    }

    public boolean isDisabled()
    {
        return disabled;
    }

    public void setDisabled(boolean disabled)
    {
        this.disabled = disabled;
    }
}

Although technically this uses a Rectangle and uses ShapeRenderer to render it, it really isn't hard to swap it out for a Sprite. 虽然从技术上讲它使用了一个Rectangle并使用ShapeRenderer来渲染它,但实际上并不难将它换成Sprite。 Afterwards, you can just ask with contains whether the click is contains, and call execute() from the outside if it does. 之后,您可以询问包含click是否包含,并且如果有,则从外部调用execute()。

Create like this: 像这样创建:

backButton = new FFListenerButton(new Rectangle(400, 20, 60, 30), "Back", this);

And handle events like this: 并处理这样的事件:

@Override
public void onClick(FFListenerButton clb)
{
    if(clb == backButton)
    {
        backButtonPressed();
    }
    else if(clb == selectButton)
    {
        ...
    }
}

And this used my AbstractMenuScreen class to delegate the events to the buttons if they were clicked: 这使用我的AbstractMenuScreen类将事件委托给按钮,如果它们被单击:

public abstract class AbstractMenuScreen extends BaseScreen
{
    protected List<FFButton> buttons;

    public AbstractMenuScreen(List<FFButton> buttons)
    {
        this.buttons = buttons; 
    }

    @Override
    public void render(float delta)
    {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        Resources.batch.setProjectionMatrix(Resources.normalProjection);

        Resources.batch.begin();
        for(int i = 0; i < buttons.size(); i++)
        {
            FFButton b = buttons.get(i);
            if(b.isHidden() != true)
            {
                b.drawText(Resources.batch);
            }
        }

        Resources.batch.end();

        Resources.shapeRenderer.setColor(Color.WHITE);
        Resources.shapeRenderer.begin(ShapeType.Line);
        for(int i = 0; i < buttons.size(); i++)
        {
            FFButton b = buttons.get(i);
            if(b.isHidden() != true)
            {
                b.drawBounds(Resources.shapeRenderer);
            }
        }
        Resources.shapeRenderer.end();

        Resources.shapeRenderer.setColor(Color.RED);
        Resources.shapeRenderer.begin(ShapeType.Line);
        for(int i = 0; i < buttons.size(); i++)
        {
            FFButton b = buttons.get(i);
            if(b.isHidden() != true)
            {
                if(b.isActive() == true)
                {
                    b.drawBounds(Resources.shapeRenderer);
                }
            }
        }
        Resources.shapeRenderer.end();

        Resources.shapeRenderer.setColor(Color.MAGENTA);
        Resources.shapeRenderer.begin(ShapeType.Line);
        for(int i = 0; i < buttons.size(); i++)
        {
            FFButton b = buttons.get(i);
            if(b.isHidden() != true)
            {
                if(b.getSelected() == true)
                {
                    b.drawBounds(Resources.shapeRenderer);
                }
            }
        }
        Resources.shapeRenderer.end();
    }

    @Override
    public void show()
    {
        Gdx.input.setInputProcessor(this);
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button)
    {
        float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
        float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
        for(int i = 0; i < buttons.size(); i++)
        {
            if(buttons.get(i).contains(pointerX, pointerY))
            {
                if(buttons.get(i).isHidden() != true)
                {
                    buttons.get(i).setSelected(true);
                }
            }
        }
        return true;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button)
    {
        float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
        float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
        for(int i = 0; i < buttons.size(); i++)
        {
            if(buttons.get(i).contains(pointerX, pointerY) && buttons.get(i).getSelected())
            {
                buttons.get(i).execute();
            }
            buttons.get(i).setSelected(false);
        }
        return true;
    }
    ...

And you extended from this like this: 你从这个扩展如下:

public class ServerClientPickScreen extends AbstractMenuScreen implements FFListener
{
    private FFButton backButton;
    private FFButton clientButton;
    private FFButton serverButton;

    public ServerClientPickScreen()
    {
        super(new ArrayList<FFButton>());
        backButton = new FFListenerButton(new Rectangle(400, 20, 60, 30), "Back", this);
        clientButton = new FFListenerButton(new Rectangle(260, 140, 80, 30), "Client", this);
        serverButton = new FFListenerButton(new Rectangle(140, 140, 80, 30), "Server", this);
        buttons.add(backButton);
        buttons.add(clientButton);
        buttons.add(serverButton);
 ....
buttonUp = new TextButton("", styleUpButton); //** Button text and style **//
   buttonUp.setPosition(84, 40);
   buttonUp.setHeight(64); 
   buttonUp.setWidth(64); 
   buttonUp.addListener(new InputListener() {
   public boolean touchDown (InputEvent event, float x, float y, int pointer, int button)   {
HereYouHaveToCallMethodYouNeed();
   return true;
}
   public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
//  Here may be onemore method.
   }
});

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