Here I’m back.
Mi code example for a button may be like that:
[lua]playButton = ui.newButton{
default = “buttonPlay.png”,
over = “buttonPlayOver.png”,
disabled = “buttonDisabled.png”,
onRelease = playOrPauseButtonRelease,
id = “play”
}[/lua]
Then you can change de button state with this:
[lua]playButton:setDisable()
playButton:setEnable()[/lua]
The new “touched” ui.lua is this:
[lua]-- ui.lua (currently includes Button class with labels, font selection and optional event model)
– Version 1.5 (works with multitouch, adds setText() method to buttons)
– Copyright © 2010 ANSCA Inc. All Rights Reserved.
– Permission is hereby granted, free of charge, to any person obtaining a copy of
– this software and associated documentation files (the “Software”), to deal in the
– Software without restriction, including without limitation the rights to use, copy,
– modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
– and to permit persons to whom the Software is furnished to do so, subject to the
– following conditions:
– The above copyright notice and this permission notice shall be included in all copies
– or substantial portions of the Software.
– THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
– INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
– PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
– FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
– OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
– DEALINGS IN THE SOFTWARE.
module(…, package.seeall)
– Helper function for newButton utility function below
local function newButtonHandler( self, event )
local result = true
local default = self[1]
local over = self[2]
– General “onEvent” function overrides onPress and onRelease, if present
local onEvent = self._onEvent
local onPress = self._onPress
local onRelease = self._onRelease
local buttonEvent = {}
if (self._id) then
buttonEvent.id = self._id
end
local phase = event.phase
if “began” == phase then
if over then
default.isVisible = false
over.isVisible = true
end
if onEvent then
buttonEvent.phase = “press”
result = onEvent( buttonEvent )
elseif onPress then
result = onPress( event )
end
– Subsequent touch events will target button even if they are outside the contentBounds of button
display.getCurrentStage():setFocus( self, event.id )
self.isFocus = true
elseif self.isFocus then
local bounds = self.contentBounds
local x,y = event.x,event.y
local isWithinBounds =
bounds.xMin <= x and bounds.xMax >= x and bounds.yMin <= y and bounds.yMax >= y
if “moved” == phase then
if over then
– The rollover image should only be visible while the finger is within button’s contentBounds
default.isVisible = not isWithinBounds
over.isVisible = isWithinBounds
end
elseif “ended” == phase or “cancelled” == phase then
if over then
default.isVisible = true
over.isVisible = false
end
if “ended” == phase then
– Only consider this a “click” if the user lifts their finger inside button’s contentBounds
if isWithinBounds then
if onEvent then
buttonEvent.phase = “release”
result = onEvent( buttonEvent )
elseif onRelease then
result = onRelease( event )
end
end
end
– Allow touch events to be sent normally to the objects they “hit”
display.getCurrentStage():setFocus( self, nil )
self.isFocus = false
end
end
return result
end
– Button class
function newButton( params )
local button, default, over, disabled, size, font, textColor, offset, isActive
if params.default then
button = display.newGroup()
default = display.newImage( params.default )
button:insert( default, true )
end
if params.over then
over = display.newImage( params.over )
over.isVisible = false
button:insert( over, true )
end
if params.disabled then
disabled = display.newImage( params.disabled )
disabled.isVisible = false
button:insert( disabled, true )
end
isActive = true
– Public method
function button:setEnable()
if isActive then return end – already active
isActive = true;
button:addEventListener( “touch”, button )
if default then default.isVisible = true end
if over then over.isVisible = false end
if disabled then disabled.isVisible = false end
end
– Public method
function button:setDisable()
if not isActive then return end – already inactive
isActive = false;
button:removeEventListener( “touch”, button )
if default and disabled then default.isVisible = false end
if over then
over.isVisible = false
if not disabled then default.isVisible = true end – in case no disabled image
end
if disabled then disabled.isVisible = true end
end
– Public method
function button:setText( newText )
local labelText = self.text
if ( labelText ) then
labelText:removeSelf()
self.text = nil
end
local labelShadow = self.shadow
if ( labelShadow ) then
labelShadow:removeSelf()
self.shadow = nil
end
local labelHighlight = self.highlight
if ( labelHighlight ) then
labelHighlight:removeSelf()
self.highlight = nil
end
if ( params.size and type(params.size) == “number” ) then size=params.size else size=20 end
if ( params.font ) then font=params.font else font=native.systemFontBold end
if ( params.textColor ) then textColor=params.textColor else textColor={ 255, 255, 255, 255 } end
– Optional vertical correction for fonts with unusual baselines (I’m looking at you, Zapfino)
if ( params.offset and type(params.offset) == “number” ) then offset=params.offset else offset = 0 end
if ( params.emboss ) then
– Make the label text look “embossed” (also adjusts effect for textColor brightness)
local textBrightness = ( textColor[1] + textColor[2] + textColor[3] ) / 3
labelHighlight = display.newText( newText, 0, 0, font, size )
if ( textBrightness > 127) then
labelHighlight:setTextColor( 255, 255, 255, 20 )
else
labelHighlight:setTextColor( 255, 255, 255, 140 )
end
button:insert( labelHighlight, true )
labelHighlight.x = labelHighlight.x + 1.5; labelHighlight.y = labelHighlight.y + 1.5 + offset
self.highlight = labelHighlight
labelShadow = display.newText( newText, 0, 0, font, size )
if ( textBrightness > 127) then
labelShadow:setTextColor( 0, 0, 0, 128 )
else
labelShadow:setTextColor( 0, 0, 0, 20 )
end
button:insert( labelShadow, true )
labelShadow.x = labelShadow.x - 1; labelShadow.y = labelShadow.y - 1 + offset
self.shadow = labelShadow
end
labelText = display.newText( newText, 0, 0, font, size )
labelText:setTextColor( textColor[1], textColor[2], textColor[3], textColor[4] )
button:insert( labelText, true )
labelText.y = labelText.y + offset
self.text = labelText
end
if params.text then
button:setText( params.text )
end
if ( params.onPress and ( type(params.onPress) == “function” ) ) then
button._onPress = params.onPress
end
if ( params.onRelease and ( type(params.onRelease) == “function” ) ) then
button._onRelease = params.onRelease
end
if (params.onEvent and ( type(params.onEvent) == “function” ) ) then
button._onEvent = params.onEvent
end
– Set button as a table listener by setting a table method and adding the button as its own table listener for “touch” events
button.touch = newButtonHandler
button:addEventListener( “touch”, button )
if params.x then
button.x = params.x
end
if params.y then
button.y = params.y
end
if params.id then
button._id = params.id
end
return button
end
– Label class
function newLabel( params )
local labelText
local size, font, textColor, align
local t = display.newGroup()
if ( params.bounds ) then
local bounds = params.bounds
local left = bounds[1]
local top = bounds[2]
local width = bounds[3]
local height = bounds[4]
if ( params.size and type(params.size) == “number” ) then size=params.size else size=20 end
if ( params.font ) then font=params.font else font=native.systemFontBold end
if ( params.textColor ) then textColor=params.textColor else textColor={ 255, 255, 255, 255 } end
if ( params.offset and type(params.offset) == “number” ) then offset=params.offset else offset = 0 end
if ( params.align ) then align = params.align else align = “center” end
if ( params.text ) then
labelText = display.newText( params.text, 0, 0, font, size )
labelText:setTextColor( textColor[1], textColor[2], textColor[3], textColor[4] )
t:insert( labelText )
– TODO: handle no-initial-text case by creating a field with an empty string?
if ( align == “left” ) then
labelText.x = left + labelText.contentWidth * 0.5
elseif ( align == “right” ) then
labelText.x = (left + width) - labelText.contentWidth * 0.5
else
labelText.x = ((2 * left) + width) * 0.5
end
end
labelText.y = top + labelText.contentHeight * 0.5
– Public methods
function t:setText( newText )
if ( newText ) then
labelText.text = newText
if ( “left” == align ) then
labelText.x = left + labelText.contentWidth / 2
elseif ( “right” == align ) then
labelText.x = (left + width) - labelText.contentWidth / 2
else
labelText.x = ((2 * left) + width) / 2
end
end
end
function t:setTextColor( r, g, b, a )
local newR = 255
local newG = 255
local newB = 255
local newA = 255
if ( r and type® == “number” ) then newR = r end
if ( g and type(g) == “number” ) then newG = g end
if ( b and type(b) == “number” ) then newB = b end
if ( a and type(a) == “number” ) then newA = a end
labelText:setTextColor( r, g, b, a )
end
end
– Return instance (as display group)
return t
end[/lua]
I hope this can help you.
Best regards,
J.O.C.F.
Twitter: @jocf [import]uid: 70922 topic_id: 15848 reply_id: 58832[/import]