I'm building a GUI for my game with LibGDX.scene2d.ui and I have a problem when I'm trying to handle inputs. I have the following code to make something happen when button is pressed but it doesn't work:
enterButton.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent e, float x, float y, int p, int b) {
Gdx.app.log("touched", "down");
return true;
}
#Override
public void touchUp(InputEvent e, float x, float y, int p, int b) {
Gdx.app.log("touched", "up");
if(x > enterButton.getX() && x < enterButton.getRight() && y > enterButton.getY() && y < enterButton.getTop()) {
Gdx.app.log("cond", "cursor on actor");
if(validate(loginField.getText(), passField.getText())) {
Gdx.app.log("cond", "validated");
openMenu();
}
}
Gdx.app.log("untouched", "up");
}
});
But practically same code work correctly:
registerButton.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent e, float x, float y, int p, int b) {
return true;
}
#Override
public void touchUp(InputEvent e, float x, float y, int p, int b) {
if(x > registerButton.getX() && x < registerButton.getRight() && y > registerButton.getY() && y < registerButton.getTop()) {
registerWindow.setVisible(true);
baseWindow.setVisible(false);
}
}
});
After single click on the enterButton I'm getting this output made with LibGDX logging:
touched: down
touched: up
untouched: up
What can be wrong?
You can try using a ClickListener to check if the touch is within bounds or not, like so:
enterButton.addListener(new ClickListener() {
#Override
public void touchDown(InputEvent event, float x, float y, int pointer, int button) {
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
if (isOver()) {
if(validate(loginField.getText(), passField.getText())) {
openMenu();
}
}
}
});
You can also try setting the debug flag on the Actor so that you can see where the click bounds actually are by using enterButton.debug();
Related
I'm developing a game in libGDX and I want to add custom buttons. When the button is pressed, I want to add an action like scaleBy, because it looks better like that in Android. I made a class called Trigger which is an empty actor with a listener that add actions to the actor when the Trigger is pressed, entered, released, exited... So I create a Group with two actors: a TextButton (Touchable.disabled) and the Trigger.
It actually works but I have a problem: I can't add groups in Dialog's button method.
I think a better solution is creating a class which extends TextButton or Button, but I don't know how to do it.
If you want the code, just tell.
Thanks.
EDIT: I tried to make the class:
private Runnable runnable;
private UIScreen screen;
public static TextButtonStyle transformStyle(Skin skin) {
TextButtonStyle s = skin.get(TextButtonStyle.class);
TextButtonStyle style = new TextButtonStyle(s.up, null, null, s.font);
return style;
}
public static TextButtonStyle transformStyle(TextButtonStyle style) {
TextButtonStyle s = new TextButtonStyle(style.up, null, null, style.font);
return s;
}
public DTextButton(String text, Skin skin, UIScreen screen, Runnable runnable) {
super(text, transformStyle(skin));
this.runnable = runnable;
this.screen = screen;
addListener(new ButtonListener());
setOrigin(Align.center);
setTransform(true);
}
#Override
public void draw(Batch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
}
public class ButtonListener extends ClickListener {
private boolean isPressed = false;
private int lastButton = 0;
public void press() {
screen.setButtonPressed(true);
UIFactory.applyPressedAction(DTextButton.this);
isPressed = true;
}
public void release(){
UIFactory.applyReleasedAction(DTextButton.this);
isPressed = false;
}
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
if(button == Buttons.LEFT)
press();
return true;
}
#Override
public void enter(InputEvent event, float x, float y, int pointer, Actor fromActor) {
lastButton = (Gdx.input.isButtonPressed(Buttons.LEFT)) ? Buttons.LEFT : -1;
if(pointer == 0 && !isPressed && screen.wasButtonPressed())
press();
}
#Override
public void exit(InputEvent event, float x, float y, int pointer, Actor toActor) {
if(toActor == DTextButton.this && lastButton == Buttons.LEFT){
Gdx.app.postRunnable(runnable);
}
if(pointer == 0 && isPressed)
release();
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
lastButton = button;
if(pointer == 0 && isPressed && button == Buttons.LEFT)
release();
screen.setButtonPressed(false);
}
}
UIScreen:
public interface UIScreen {
/**
* Return if any UI is pressed.
* #return return buttonPressed
*/
public boolean wasButtonPressed();
/**
* Set if any UI is pressed.
* #param pressed if pressed or not.
*/
public void setButtonPressed(boolean pressed);
}
UIFactory:
public static void applyPressedAction(Actor actor) {
actor.addAction(Actions.scaleBy(-0.2f, -0.2f, 0.2f, Interpolation.pow2Out));
}
public static void applyReleasedAction(Actor actor) {
actor.addAction(Actions.scaleBy(0.2f, 0.2f, 0.3f, Interpolation.swingOut));
}
So I only used style.up and I added the same Trigger's listener. The listener doesn't work well. Any suggestion?
I think you're over-complicating this. You can merely add an input listener to the button and make sure it's set to transform. And you probably want its origin centered. No need for subclasses or wrapper Groups or anything like that.
Also, you want to scale to, not by, to avoid error building up as you change states multiple times.
Here's a helper method:
public static void makeButtonScale (final Button button, final float hoverScale, final float pressedScale, final float duration){
button.setTransform(true);
button.addListener(new ClickListener(){
void scaleTo (float targetScale){
button.setOrigin(Align.center);
button.clearActions();
button.addAction(Actions.scaleTo(targetScale, targetScale, duration, Interpolation.fade));
}
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
super.touchDown(event, x, y, pointer, button);
scaleTo(pressedScale);
return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
super.touchUp(event, x, y, pointer, button);
scaleTo(isOver() ? hoverScale : 1f);
}
public void enter (InputEvent event, float x, float y, int pointer, Actor fromActor) {
super.enter(event, x, y, pointer, fromActor);
scaleTo(isPressed() ? pressedScale : hoverScale);
}
public void exit (InputEvent event, float x, float y, int pointer, Actor toActor) {
super.exit(event, x, y, pointer, toActor);
scaleTo(1f);
}
});
Example usage:
makeButtonScale(myDialogButton, 1.2f, 1.5f, 0.2f);
Note, this will not look very good unless you are using a linear mag filter on your texture atlas.
I defined a mainmenu class where I am Trying to show some images inside a table and make them respond for touches but when I define the call the class (just call it) inside the constructor of the main screen, the controls don't respond although I defined the mainmenu class in the same way of defining the controls class.
(notice when I use mainmenu object inside the main screen it renders the images and the controls but they don't respond for any click).
the main problem is happened when I call the mainmenu, the game is running but controls don't respond for touch. here is the code of the two classes:
public class Controller {
public Viewport viewport;
public Stage stage;
public boolean upPressed;
public boolean leftPressed;
public boolean rightPressed;
public boolean pausePressed;
public static boolean visiblity;
public Image buttonUp;
public Image buttonDown;
public Image buttonLeft;
public Image buttonRight;
public Image buttonpause;
public OrthographicCamera camera;
public Table table;
public Table table1;
public Table table2;
//Constructor.
public Controller(SpriteBatch spriteBatch) {
camera = new OrthographicCamera();
viewport = new FitViewport(Fruits.V_WIDTH, Fruits.V_HIEGT, camera);
stage = new Stage(viewport, spriteBatch);
Gdx.input.setInputProcessor(stage);
visiblity=false;
//Buttons with images.
buttonUp = new Image(new Texture("Pause.png"));
buttonUp.setSize(30, 30);
buttonUp.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
upPressed = true;
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
upPressed = false;
}
});
buttonLeft = new Image(new Texture("buttonleft.png"));
buttonLeft.setSize(65, 65);
buttonLeft.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
leftPressed = true;
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
leftPressed = false;
}
});
buttonRight = new Image(new Texture("buttonright.png"));
buttonRight.setSize(65, 65);
buttonRight.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
rightPressed = true;
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
rightPressed = false;
}
});
buttonpause = new Image(new Texture("pausing.png"));
buttonpause.setSize(30, 30);
buttonpause.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
pausePressed = true;
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
pausePressed = false;
}
});
//Table with buttons.
table = new Table();
table.left().bottom(); //Align to the left bottom.
table.add(buttonLeft).size(buttonLeft.getWidth(), buttonLeft.getHeight()).spaceRight((viewport.getWorldWidth() / 10) * 6.5f);
// table.add(buttonUp).size(buttonUp.getWidth(), buttonUp.getHeight()).spaceRight((viewport.getWorldWidth() / 10) * 6.5f);
table.add(buttonRight).size(buttonRight.getWidth(), buttonRight.getHeight());
stage.addActor(table);
table1=new Table();
table1.right().top();
table1.setFillParent(true);
//table1.add();
table1.row().pad(25, 3, 0, 10);
table1.add(buttonUp).size(buttonUp.getWidth(), buttonUp.getHeight()).spaceRight((viewport.getWorldWidth() / 10) * 6.5f);
stage.addActor(table1);
table2=new Table();
table2.center();
table2.setFillParent(true);
//table1.add();
table2.row().pad(25, 3, 0, 10);
table2.add(buttonpause).size(buttonpause.getWidth(), buttonpause.getHeight()).spaceRight((viewport.getWorldWidth() / 10) * 6.5f);
stage.addActor(table2);
}
public void draw() {
stage.draw();
}
public void resize(int width, int height) {
viewport.update(width, height);
}
public boolean isUpPressed() {
return upPressed;
}
public boolean isLeftPressed() {
return leftPressed;
}
public boolean isRightPressed() {
return rightPressed;
}
public boolean isPausePressed() {
return pausePressed;
}
}
code of mainmenu
public class MainMenu{
/* public Viewport viewport;
public Stage stage;
public boolean pausePressed;
public boolean resumePressed;
public boolean exitPressed;
public Image buttonpause;
public Image buttonDown;
public Image buttonresume;
public Image buttonexit;
public OrthographicCamera camera;
public Table table;
public Table table2;
//Constructor.
public MainMenu(SpriteBatch spriteBatch) {
camera = new OrthographicCamera();
viewport = new FitViewport(Fruits.V_WIDTH, Fruits.V_HIEGT, camera);
stage = new Stage(viewport, spriteBatch);
Gdx.input.setInputProcessor(stage);
//Buttons with images.
buttonpause = new Image(new Texture("pausing.png"));
buttonpause.setSize(30, 30);
buttonpause.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
pausePressed = true;
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
pausePressed = false;
}
});
buttonresume = new Image(new Texture("resume.png"));
buttonresume.setSize(65, 65);
buttonresume.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
resumePressed = true;
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
resumePressed = false;
}
});
buttonexit = new Image(new Texture("exit.png"));
buttonexit.setSize(65, 65);
buttonexit.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
exitPressed = true;
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
exitPressed = false;
}
});
//Table with buttons.
table2=new Table();
table2.center();
table2.setFillParent(true);
//table2.add();
table2.row().pad(25, 3, 0, 10);
table2.add(buttonpause).size(buttonpause.getWidth(), buttonpause.getHeight()).spaceRight((viewport.getWorldWidth() / 10) * 6.5f);
table2.row().pad(25, 3, 0, 10);
table2.add(buttonresume).size(buttonresume.getWidth(), buttonresume.getHeight());
table2.row().pad(25, 3, 0, 10);
table2.add(buttonexit).size(buttonexit.getWidth(), buttonexit.getHeight()).spaceRight((viewport.getWorldWidth() / 10) * 6.5f);
stage.addActor(table2);
}
public void draw() {
stage.draw();
}
public void resize(int width, int height) {
viewport.update(width, height);
}
public boolean isPausePressed() {
return pausePressed;
}
public boolean isResumePressed() {
return resumePressed;
}
public boolean isExitPressed() {
return exitPressed;
}
*/
}
There can only be one input processor set at a time, so only your most recent call to Gdx.input.setInputProcessor has any effect. So move that call to the show() method of your screens (if you're implementing Screen, otherwise do whatever the equivalent is in your structure).
You can also use an InputMultiplexer to combine multiple input processors into one if you want them to be able to work at the same time.
In this image How can I use touchDragged to drag this in x axis only ??
This is my code to make this action:
iBtnDrag = new Image(tBtnDrag);
iBtnDrag.addListener(new ClickListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
return true;
}
#Override
public void touchDragged(InputEvent event, float x, float y, int pointer) {
iBtnDrag.setPosition(x, 448, Align.center);
}
});
you should create DragListener
...
float startX;
DragListener listener = new DragListener()
{
public void dragStart(InputEvent event, float x, float y, int pointer)
{
startX = x;
}
public void drag(InputEvent event, float x, float y, int pointer)
{
//x, y are delta from starting point so
iBtnDrag.setPosition(startX + x, 448, Align.center);
}
public void dragStop(InputEvent event, float x, float y, int pointer)
{
//when stopping drag
}
};
buuuut a way better would be to just create the Slider. To achieve it the best would be use skin mechanism
your skin file should be like for example:
com.badlogic.gdx.scenes.scene2d.ui.Slider$SliderStyle:
{
default-horizontal: { background: greenBackground, disabledBackground: sliderDisabled, knob: woodenKnob, disabledKnob: transparent },
},
and then you are creating slider like
music= new Slider(minValue, maxValue, stepSize, isVertical, skin);
music.setWidth( musicSiderWidth );
Slider allows you to get its value by calling
music.getValue();
which is actually very convenient
I have a float value that is set from 0 to 100, and I want to register a long click and update a Label progressivly, so that like every 0.25seconds the label's text will be updated. For now I am using a custom made Label that has a method to update the text displayed.
I tried using touchDown like this:
while (Gdx.input.isButtonPressed(Buttons.LEFT)) {
double currentValue = Double.parseDouble(Button.getText()
.toString());
if ((int) currentValue != 0)
currentValue--;
Button.updateText(Double.toString(currentValue));
}
but that doesn't seem to work, how do I update a label while a button is clicked?
Edit: Most of the code for the ClickListener:
#Override
public void enter(InputEvent event, float x, float y, int pointer,
Actor fromActor) {
super.enter(event, x, y, pointer, fromActor);
TextButtonStyle style = ButtonLower.getStyle();
style.font = red;
ButtonLower.setStyle(style);
}
#Override
public void exit(InputEvent event, float x, float y, int pointer,
Actor toActor) {
super.exit(event, x, y, pointer, toActor);
TextButtonStyle style = ButtonLower.getStyle();
style.font = white;
ButtonLower.setStyle(style);
}
#Override
public void clicked(InputEvent event, float x, float y) {
super.clicked(event, x, y);
System.out.println(event.toString());
double currentValue = Double.parseDouble(Button.getText()
.toString());
if ((int) currentValue != 0)
currentValue--;
Button.updateText(Double.toString(currentValue));
}
#Override
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
if (Gdx.input.isButtonPressed(Buttons.LEFT)) {
double currentValue = Double.parseDouble(Button.getText()
.toString());
if ((int) currentValue != 0)
currentValue--;
Button.updateText(Double.toString(currentValue));
}
return super.touchDown(event, x, y, pointer, button);
}
without knowing which of your classes implements your InputListener, it's a little hard to tell you exactly what to do to fix your problem. However, in the general sense what you probably want to do is have a boolean flag set to true on your touchDown method, set to false on your touchUp method, and then in some method that gets called every frame (act, draw, etc., depending on your implementation), youll want to update your text.
The code would look something like
private boolean flag = false;
#Override
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
if (button == Buttons.LEFT) {
flag = true;
}
//other stuff
return true; //or whatever you want
}
#Override
public boolean touchUp(InputEvent event, float x, float y,
int pointer, int button) {
if (button == Buttons.LEFT) {
flag = false;
}
//other stuff
return false; //or whatever you want
}
#Override
public void act(float delta) {
if (flag) {
double currentValue = Double.parseDouble(Button.getText()
.toString());
if ((int) currentValue != 0)
currentValue--;
Button.updateText(Double.toString(currentValue));
}
//other stuff
}
depending on your targetted audience, you may also have to deal with pointer id's in some way (this code example wont work if the user clicks on the label with two fingers, then releases one but not the other)
I am slowly learning java/LIBGDX, I have got the following method to change an image from black/white when clicked on, then I call on the touchGem method within render.
What I am having trouble wrapping my head around is putting a condition around calling this method within render to stop it rendering once the new black or white gem is created (as you can undoubtedly tell at the moment once clicked it renders the image over and over.)
public void touchGem() {
Gdx.input.setInputProcessor(stage);
if (touchGemStatus1 < 1) {
touchGem1 = new Image(touchGemTextureWhite);
touchGem1.setColor(1, 1, 1, 1);
touchGem1.setSize(95, 95);
touchGem1.setPosition(5, 0);
touchGem1.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
return true;
}
public void touchUp(InputEvent event, float x, float y,
int pointer, int button) {
if (touchGemStatus1 < 1) {
touchGemStatus1 = touchGemStatus1 + 1;
} else {
touchGemStatus1 = touchGemStatus1 - 1;
}
}
});
} else {
touchGem1 = new Image(touchGemTextureBlack);
touchGem1.setColor(1, 1, 1, 1);
touchGem1.setSize(95, 95);
touchGem1.setPosition(5, 0);
touchGem1.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
return true;
}
public void touchUp(InputEvent event, float x, float y,
int pointer, int button) {
if (touchGemStatus1 < 1) {
touchGemStatus1 = touchGemStatus1 + 1;
} else {
touchGemStatus1 = touchGemStatus1 - 1;
}
}
});
}
}
if render() method calls only touchGem(), it doesn't render anything at all. To draw touchGem1, your render() method should look as following:
#Override
public void render(float deltaTime) {
deltaTime = Gdx.graphics.getDeltaTime();
touchGem();
batch.begin();
stage.addActor(touchGem1);
batch.end();
stage.act(deltaTime);
stage.draw();
}