List of usage examples for com.badlogic.gdx.scenes.scene2d.ui ScrollPane ScrollPane
public ScrollPane(Actor widget)
From source file:kyle.game.besiege.panels.PanelFaction.java
License:Open Source License
public PanelFaction(SidePanel panel, Faction faction) { this.panel = panel; this.faction = faction; this.addParentPanel(panel); LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel24;/*from w w w . j a v a 2 s .c o m*/ ls = new LabelStyle(); ls.font = Assets.pixel16; lsG = new LabelStyle(); lsG.font = Assets.pixel16; lsG.fontColor = Color.GRAY; lsY = new LabelStyle(); lsY.font = Assets.pixel16; lsY.fontColor = Color.YELLOW; Label castlesC = new Label("Castles:", ls); Label wealthC = new Label("Wealth:", ls); // maybe give this a mouseover for description. title = new Label("", lsBig); title.setAlignment(0, 0); title.setWrap(true); title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); title.setText(faction.name); wealth = new Label("", ls); cities = new Table(); // Create text text = new Table(); // text.debug(); text.defaults().padTop(NEG).left(); // title.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) { // centerCamera(); // } // }); text.add(title).colspan(2).fillX().expandX().padBottom(MINI_PAD); text.row(); text.add().width((SidePanel.WIDTH - PAD * 2) / 2); text.add().width((SidePanel.WIDTH - PAD * 2) / 2); text.row(); text.add(wealthC).padLeft(MINI_PAD).center(); text.add(wealth).center(); text.row(); text.add().colspan(2).padTop(MINI_PAD); text.row(); cities = new Table(); // cities.debug(); //cities.defaults().padTop(NEG); cities.top(); cities.defaults().left().padTop(NEG).expandX(); castles = new Table(); // castles.debug(); castles.top(); castles.defaults().left().padTop(NEG).expandX(); locations = new Table(); // locations.debug(); locations.top(); locations.defaults().left().top(); locations.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); locations.add().width((SidePanel.WIDTH - PAD * 2) / 2); locations.add().width((SidePanel.WIDTH - PAD * 2) / 2); locations.row(); locations.add(cities).width((SidePanel.WIDTH - PAD * 2) / 2); locations.add(castles).width((SidePanel.WIDTH - PAD * 2) / 2); locationPane = new ScrollPane(locations); locationPane.setScrollbarsOnTop(true); locationPane.setFadeScrollBars(false); text.add(locationPane).colspan(2).top().padTop(0); text.row(); text.add().colspan(2).padTop(PAD); text.row(); nobles = new Table(); // nobles.debug(); nobles.top(); nobles.defaults().padTop(NEG).left(); noblesPane = new ScrollPane(nobles); noblesPane.setScrollbarsOnTop(true); noblesPane.setFadeScrollBars(false); nobles.setBackground(new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); nobles.add().width((SidePanel.WIDTH - PAD * 2) / 2); nobles.add().width((SidePanel.WIDTH - PAD * 2) / 2); nobles.row(); text.add(noblesPane).colspan(2); text.row(); text.add().colspan(2).padTop(PAD); text.row(); relations = new Table(); relations.top(); relations.defaults().padTop(NEG).left(); relationsPane = new ScrollPane(relations); relationsPane.setScrollbarsOnTop(true); relationsPane.setFadeScrollBars(false); relations.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); text.add(relationsPane).colspan(2); text.row(); // //Soldier's stats // stats = new Table(); // stats.setVisible(false); // // Label levelSC = new Label("Level:", ls); // Label expSC = new Label("Exp:",ls); // Label nextSC = new Label("Next:",ls); // Label atkSC = new Label("Atk:", ls); // Label defSC = new Label("Def:", ls); // Label spdSC = new Label("Spd:", ls); // Label weaponSC = new Label("Weapon: ", ls); // Label equipmentSC = new Label("Armor: ", ls); // // nameS = new Label("", ls); // nameS.setAlignment(0,0); // levelS = new Label("", ls); // expS = new Label("", ls); // nextS = new Label("", ls); // atkS = new Label("" ,ls); // defS = new Label("", ls); // spdS = new Label("", ls); // weaponS = new Label("", ls); // equipmentS = new Label("", ls); // // stats.defaults().left().padTop(NEG); // stats.add(nameS).colspan(4).width(SidePanel.WIDTH-PAD*2).fillX().expandX().padBottom(MINI_PAD); // stats.row(); // stats.add().colspan(2).width((SidePanel.WIDTH-PAD*2)/2); // stats.add().colspan(2).width((SidePanel.WIDTH-PAD*2)/2); // stats.row(); // stats.add(levelSC).padLeft(MINI_PAD); // stats.add(levelS); // stats.add(atkSC).padLeft(PAD); // stats.add(atkS); // stats.row(); // stats.add(expSC).padLeft(MINI_PAD); // stats.add(expS); // stats.add(defSC).padLeft(PAD); // stats.add(defS); // stats.row(); // stats.add(nextSC).padLeft(MINI_PAD); // stats.add(nextS); // stats.add(spdSC).padLeft(PAD); // stats.add(spdS); // stats.row(); // stats.add(weaponSC).colspan(2).padLeft(MINI_PAD).padTop(0); // stats.add(weaponS).colspan(2).padTop(0); // stats.row(); // stats.add(equipmentSC).colspan(2).padLeft(MINI_PAD).padTop(0).top(); // stats.add(equipmentS).colspan(2).padTop(0); // // //stats.debug(); // //// text.add(stats).colspan(4).padTop(PAD); this.addTopTable(text); this.setButton(4, "Back"); updateRelations(); }
From source file:kyle.game.besiege.panels.PanelHire.java
License:Open Source License
public PanelHire(SidePanel panel, Location location) { this.panel = panel; this.location = location; this.addParentPanel(panel); LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel24;/*from w w w . j a v a2 s .c o m*/ LabelStyle lsMB = new LabelStyle(); lsMB.font = Assets.pixel22; LabelStyle lsMed = new LabelStyle(); lsMed.font = Assets.pixel18; LabelStyle lsSmall = new LabelStyle(); lsSmall.font = Assets.pixel14; LabelStyle lsMicro = new LabelStyle(); lsMicro.font = Assets.pixel14; ls = new LabelStyle(); ls.font = Assets.pixel16; ButtonStyle bs = new ButtonStyle(); bs = new ButtonStyle(); bs.up = new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(upTexture), r, r, r, r)); bs.down = new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(downTexture), r, r, r, r)); bs.pressedOffsetX = OFFSET; bs.pressedOffsetY = -OFFSET; Label playerPartyC = new Label("Party: ", ls); Label playerWealthC = new Label("Wealth: ", ls); title = new Label("For Hire", lsBig); title.setAlignment(0, 0); title.setWrap(true); title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); cityName = new Label("", lsMed); cityName.setAlignment(0, 0); cityName.setText(location.getName()); playerParty = new Label("", ls); playerWealth = new Label("", ls); // Create text text = new Table(); //text.debug(); text.defaults().padTop(NEG).left(); text.add(title).colspan(4).fillX().expandX().padBottom(0); text.row(); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.row(); text.add(cityName).colspan(4).padBottom(MINI_PAD).fillX().expandX(); text.row(); text.add(playerWealthC).padLeft(MINI_PAD); text.add(playerWealth); text.add(playerPartyC).padLeft(PAD); text.add(playerParty); text.row(); soldierTable = new Table(); //soldierTable.debug(); soldierTable.defaults().padTop(NEG); soldierTable.top(); soldierTable.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); text.row(); text.add().colspan(4).padBottom(PAD); text.row(); soldierPane = new ScrollPane(soldierTable); soldierPane.setScrollbarsOnTop(true); soldierPane.setFadeScrollBars(false); text.add(soldierPane).colspan(4).top().padTop(0); text.row(); // Soldier's stats stats = new Table(); stats.setVisible(false); Label levelSC = new Label("Level:", ls); Label expSC = new Label("Exp:", ls); Label nextSC = new Label("Next:", ls); Label atkSC = new Label("Atk:", ls); Label defSC = new Label("Def:", ls); Label spdSC = new Label("Spd:", ls); Label weaponSC = new Label("Weapon: ", ls); Label equipmentSC = new Label("Armor: ", ls); nameS = new Label("", ls); nameS.setAlignment(0, 0); levelS = new Label("", ls); expS = new Label("", ls); nextS = new Label("", ls); atkS = new Label("", ls); defS = new Label("", ls); spdS = new Label("", ls); weaponS = new Label("", ls); equipmentS = new Label("", ls); hireLabel = new SoldierLabel("", ls, null); hireLabel.setTouchable(Touchable.disabled); hireButton = new Button(bs); hireButton.add(hireLabel).padLeft(MINI_PAD).padRight(MINI_PAD); hireButton.addListener(new ClickListener() { 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) { hireSelected(); } }); stats.defaults().left().padTop(NEG); stats.add(nameS).colspan(4).width(SidePanel.WIDTH - PAD * 2).fillX().expandX().padBottom(MINI_PAD); stats.row(); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.row(); stats.add(levelSC).padLeft(MINI_PAD); stats.add(levelS); stats.add(atkSC).padLeft(PAD); stats.add(atkS); stats.row(); stats.add(expSC).padLeft(MINI_PAD); stats.add(expS); stats.add(defSC).padLeft(PAD); stats.add(defS); stats.row(); stats.add(nextSC).padLeft(MINI_PAD); stats.add(nextS); stats.add(spdSC).padLeft(PAD); stats.add(spdS); stats.row(); stats.add(weaponSC).colspan(2).padLeft(MINI_PAD).padTop(0); stats.add(weaponS).colspan(2).padTop(0); stats.row(); stats.add(equipmentSC).colspan(2).padLeft(MINI_PAD).padTop(0).top(); stats.add(equipmentS).colspan(2).padTop(0); stats.row(); stats.add(hireButton).colspan(4).center().padTop(PAD); //stats.debug(); text.add(stats).colspan(4).padTop(PAD); this.addTopTable(text); this.setButton(2, "Hire All"); this.setButton(4, "Back"); }
From source file:kyle.game.besiege.panels.PanelLocation.java
License:Open Source License
public PanelLocation(SidePanel panel, Location location) { this.panel = panel; this.location = location; this.party = location.getParty(); this.addParentPanel(panel); this.playerTouched = false; LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel22;/* ww w. j a v a2s . c o m*/ lsMed = new LabelStyle(); lsMed.font = Assets.pixel18; ls = new LabelStyle(); ls.font = Assets.pixel16; lsG = new LabelStyle(); lsG.font = Assets.pixel16; lsG.fontColor = Color.GRAY; Label garrisonC = new Label("Garrison:", ls); Label populationC = new Label("Pop:", ls); Label wealthC = new Label("Wealth:", ls); title = new Label(location.getName(), lsBig); title.setAlignment(0, 0); // title.setWrap(true); // wrapping messes up click listeners... WTF? title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); title.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) { centerCamera(); } }); faction = new Label("", ls); faction.setAlignment(0, 0); faction.setText(location.getFactionName()); type = new Label("", ls); type.setAlignment(Align.center); // large city, village, etc type.setText(location.getTypeStr()); garrisonSize = new Label("", ls); garrisonSize.setWrap(false); population = new Label("", ls); wealth = new Label("", ls); // Create text text = new Table(); // text.debug(); text.defaults().padTop(NEG).left(); faction.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) { setActiveFaction(); } }); text.add(title).colspan(4).center().padBottom(0); text.row(); text.add().width((SidePanel.WIDTH - PAD * 2) / 4); text.add().width((SidePanel.WIDTH - PAD * 2) / 4); text.add().width((SidePanel.WIDTH - PAD * 2) / 4); text.add().width((SidePanel.WIDTH - PAD * 2) / 4); text.row(); text.add(faction).colspan(4).fillX().expandX(); text.row(); text.add(type).colspan(4).fillX().expandX(); text.row(); text.add(garrisonC).colspan(2).padLeft(MINI_PAD); text.add(garrisonSize).colspan(2).center(); text.row(); text.add(populationC).padLeft(MINI_PAD); text.add(population).center(); text.add(wealthC).padLeft(PAD); text.add(wealth).center(); soldierTable = new Table(); //soldierTable.debug(); soldierTable.defaults().padTop(NEG); soldierTable.top(); soldierTable.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); text.row(); text.add().colspan(4).padBottom(PAD); text.row(); soldierPane = new ScrollPane(soldierTable); soldierPane.setScrollbarsOnTop(true); soldierPane.setFadeScrollBars(false); text.add(soldierPane).colspan(4).top().padTop(0); text.row(); // Soldier's stats stats = new Table(); stats.setVisible(false); Label levelSC = new Label("Level:", ls); Label expSC = new Label("Exp:", ls); Label nextSC = new Label("Next:", ls); Label atkSC = new Label("Atk:", ls); Label defSC = new Label("Def:", ls); Label spdSC = new Label("Spd:", ls); Label weaponSC = new Label("Weapon: ", ls); Label equipmentSC = new Label("Armor: ", ls); nameS = new Label("", ls); nameS.setAlignment(0, 0); levelS = new Label("", ls); expS = new Label("", ls); nextS = new Label("", ls); atkS = new Label("", ls); defS = new Label("", ls); spdS = new Label("", ls); weaponS = new Label("", ls); equipmentS = new Label("", ls); stats.defaults().left().padTop(NEG); stats.add(nameS).colspan(4).width(SidePanel.WIDTH - PAD * 2).fillX().expandX().padBottom(MINI_PAD); stats.row(); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.row(); stats.add(levelSC).padLeft(MINI_PAD); stats.add(levelS); stats.add(atkSC).padLeft(PAD); stats.add(atkS); stats.row(); stats.add(expSC).padLeft(MINI_PAD); stats.add(expS); stats.add(defSC).padLeft(PAD); stats.add(defS); stats.row(); stats.add(nextSC).padLeft(MINI_PAD); stats.add(nextS); stats.add(spdSC).padLeft(PAD); stats.add(spdS); stats.row(); stats.add(weaponSC).colspan(2).padLeft(MINI_PAD).padTop(0); stats.add(weaponS).colspan(2).padTop(0); stats.row(); stats.add(equipmentSC).colspan(2).padLeft(MINI_PAD).padTop(0).top(); stats.add(equipmentS).colspan(2).padTop(0); //stats.debug(); text.add(stats).colspan(4).padTop(PAD); text.padLeft(MINI_PAD); this.addTopTable(text); playerIn = false; // this.hireMode = false; this.panelHire = new PanelHire(panel, location); this.setButton(4, "Back"); }
From source file:kyle.game.besiege.panels.PanelParty.java
License:Open Source License
public PanelParty(SidePanel panel, Army army) { this.panel = panel; this.army = army; this.party = army.getParty(); this.addParentPanel(panel); LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel24;// w w w .jav a 2s . c o m LabelStyle lsFaction = new LabelStyle(); lsFaction.font = Assets.pixel18; ls = new LabelStyle(); ls.font = Assets.pixel16; lsG = new LabelStyle(); lsG.font = Assets.pixel16; lsG.fontColor = Color.GRAY; lsY = new LabelStyle(); lsY.font = Assets.pixel16; lsY.fontColor = Color.YELLOW; Label sizeC = new Label("Size:", ls); Label moraleC = new Label("Morale:", ls); Label moneyC = new Label("Money:", ls); Label atkC = new Label("Atk:", ls); Label defC = new Label("Def:", ls); Label spdC = new Label("Spd:", ls); title = new Label("", lsBig); title.setAlignment(0, 0); title.setWrap(true); title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); faction = new Label("", lsFaction); faction.setAlignment(0, 0); // testing title.setText(army.getName()); faction.setText(army.getFactionName()); faction.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) { setActiveFaction(); } }); action = new Label("", ls); action.setWrap(true); action.setAlignment(Align.center); size = new Label("", ls); morale = new Label("", ls); money = new Label("", ls); atk = new Label("", ls); def = new Label("", ls); spd = new Label("", ls); // Create text text = new Table(); //text.debug(); text.defaults().padTop(NEG).left(); title.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) { centerCamera(); } }); text.add(title).colspan(4).fillX().expandX().padBottom(0); text.row(); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.row(); text.add(faction).colspan(4).padBottom(MINI_PAD).fillX().expandX(); text.row(); text.add(action).colspan(4).padBottom(MINI_PAD).fillX().expandX(); text.row(); text.add(sizeC).padLeft(MINI_PAD); text.add(size); text.add(atkC).padLeft(PAD); text.add(atk); text.row(); text.add(moraleC).padLeft(MINI_PAD); text.add(morale); text.add(defC).padLeft(PAD); text.add(def); text.row(); text.add(moneyC).padLeft(MINI_PAD); text.add(money); text.add(spdC).padLeft(PAD); text.add(spd); soldierTable = new Table(); //soldierTable.debug(); soldierTable.defaults().padTop(NEG); soldierTable.top(); soldierTable.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); text.row(); text.add().colspan(4).padBottom(PAD); text.row(); soldierPane = new ScrollPane(soldierTable); soldierPane.setScrollbarsOnTop(true); soldierPane.setFadeScrollBars(false); text.add(soldierPane).colspan(4).top().padTop(0); text.row(); // Soldier's stats stats = new Table(); stats.setVisible(false); Label levelSC = new Label("Level:", ls); Label expSC = new Label("Exp:", ls); Label nextSC = new Label("Next:", ls); Label atkSC = new Label("Atk:", ls); Label defSC = new Label("Def:", ls); Label spdSC = new Label("Spd:", ls); Label weaponSC = new Label("Weapon: ", ls); Label equipmentSC = new Label("Armor: ", ls); nameS = new Label("", ls); nameS.setAlignment(0, 0); levelS = new Label("", ls); expS = new Label("", ls); nextS = new Label("", ls); atkS = new Label("", ls); defS = new Label("", ls); spdS = new Label("", ls); weaponS = new Label("", ls); equipmentS = new Label("", ls); stats.defaults().left().padTop(NEG); stats.add(nameS).colspan(4).width(SidePanel.WIDTH - PAD * 2).fillX().expandX().padBottom(MINI_PAD); stats.row(); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.row(); stats.add(levelSC).padLeft(MINI_PAD); stats.add(levelS); stats.add(atkSC).padLeft(PAD); stats.add(atkS); stats.row(); stats.add(expSC).padLeft(MINI_PAD); stats.add(expS); stats.add(defSC).padLeft(PAD); stats.add(defS); stats.row(); stats.add(nextSC).padLeft(MINI_PAD); stats.add(nextS); stats.add(spdSC).padLeft(PAD); stats.add(spdS); stats.row(); stats.add(weaponSC).colspan(2).padLeft(MINI_PAD).padTop(0); stats.add(weaponS).colspan(2).padTop(0); stats.row(); stats.add(equipmentSC).colspan(2).padLeft(MINI_PAD).padTop(0).top(); stats.add(equipmentS).colspan(2).padTop(0); //stats.debug(); text.add(stats).colspan(4).padTop(PAD); this.addTopTable(text); if (this.army == panel.getPlayer()) { this.setButton(1, "Upgrades"); this.setButton(2, "Inventory"); this.setButton(3, "Character"); } playerTouched = false; updateSoldierTable(); if (!this.party.player) this.setButton(4, "Back"); }
From source file:kyle.game.besiege.panels.PanelUpgrades.java
License:Open Source License
public PanelUpgrades(SidePanel panel, Army army) { this.panel = panel; this.army = army; this.party = army.getParty(); this.addParentPanel(panel); LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel24;// ww w . jav a 2 s . c om LabelStyle lsMB = new LabelStyle(); lsMB.font = Assets.pixel22; LabelStyle lsMed = new LabelStyle(); lsMed.font = Assets.pixel18; LabelStyle lsSmall = new LabelStyle(); lsSmall.font = Assets.pixel14; LabelStyle lsMicro = new LabelStyle(); lsMicro.font = Assets.pixel14; ls = new LabelStyle(); ls.font = Assets.pixel16; Label sizeC = new Label("Size:", ls); Label moraleC = new Label("Morale:", ls); Label moneyC = new Label("Money:", ls); Label atkC = new Label("Atk:", ls); Label defC = new Label("Def:", ls); Label spdC = new Label("Spd:", ls); title = new Label("Upgrades", lsBig); title.setAlignment(0, 0); title.setWrap(true); title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); faction = new Label("", lsMed); faction.setAlignment(0, 0); size = new Label("", ls); morale = new Label("", ls); money = new Label("", ls); atk = new Label("", ls); def = new Label("", ls); spd = new Label("", ls); // Create text text = new Table(); //text.debug(); text.defaults().padTop(NEG).left(); text.add(title).colspan(4).fillX().expandX().padBottom(MINI_PAD); text.row(); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.row(); text.add(faction).colspan(4).padBottom(MINI_PAD).fillX().expandX(); text.row(); text.add(sizeC).padLeft(MINI_PAD); text.add(size); text.add(atkC).padLeft(PAD); text.add(atk); text.row(); text.add(moraleC).padLeft(MINI_PAD); text.add(morale); text.add(defC).padLeft(PAD); text.add(def); text.row(); text.add(moneyC).padLeft(MINI_PAD); text.add(money); text.add(spdC).padLeft(PAD); text.add(spd); soldierTable = new Table(); //soldierTable.debug(); soldierTable.defaults().padTop(NEG); soldierTable.top(); soldierTable.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); text.row(); text.add().colspan(4).padBottom(PAD); text.row(); soldierPane = new ScrollPane(soldierTable); soldierPane.setScrollbarsOnTop(true); soldierPane.setFadeScrollBars(false); text.add(soldierPane).colspan(4).top().padTop(0); text.row(); // Soldier's stats upgrades = new Table(); upgrades.setVisible(false); upgrades.padLeft(MINI_PAD); Label equippedSC = new Label("Equipped with:", lsMed); equippedSC.setAlignment(0, 0); Label upgradeSC = new Label("Upgrade with:", lsMed); upgradeSC.setAlignment(0, 0); nameS = new Label("", lsMB); nameS.setAlignment(0, 0); upgradeS = new Label("", ls); upgradeS.setAlignment(0, 0); naturalS = new Label("", ls); naturalS.setAlignment(0, 0); equippedS = new Label("", lsMed); equippedStatsS = new Label("", ls); upgrade1S = new Label("", lsMicro); upgrade2S = new Label("", lsMicro); upgrade3S = new Label("", lsMicro); upgrade1S.setTouchable(Touchable.disabled); upgrade2S.setTouchable(Touchable.disabled); upgrade3S.setTouchable(Touchable.disabled); upgrade1StatsS = new Label("", lsSmall); upgrade2StatsS = new Label("", lsSmall); upgrade3StatsS = new Label("", lsSmall); upgrade1StatsS.setWrap(true); upgrade2StatsS.setWrap(true); upgrade3StatsS.setWrap(true); // upgrade1StatsS.setAlignment(Align.right,Align.right); // upgrade2StatsS.setAlignment(Align.right,Align.right); // upgrade3StatsS.setAlignment(Align.right,Align.right); ButtonStyle bs = new ButtonStyle(); bs = new ButtonStyle(); bs.up = new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(upTexture), r, r, r, r)); bs.down = new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(downTexture), r, r, r, r)); bs.pressedOffsetX = OFFSET; bs.pressedOffsetY = -OFFSET; up1B = new WeaponButton(upgrade1S, bs, null); up1B.addListener(new ClickListener() { 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) { upgradeCurrent(((WeaponButton) event.getTarget()).weapon); } }); up2B = new WeaponButton(upgrade2S, bs, null); up2B.addListener(new ClickListener() { 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) { upgradeCurrent(((WeaponButton) event.getTarget()).weapon); } }); up3B = new WeaponButton(upgrade3S, bs, null); up3B.addListener(new ClickListener() { 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) { upgradeCurrent(((WeaponButton) event.getTarget()).weapon); } }); up1B.setVisible(false); up2B.setVisible(false); up3B.setVisible(false); upgrades.defaults().left(); upgrades.add(nameS).colspan(2).width(SidePanel.WIDTH - PAD * 2).fillX().expandX(); // upgrades.row(); // upgrades.add(equippedSC).fillX().expandX(); // upgrades.row(); // upgrades.add(equippedS).left(); // upgrades.row(); // upgrades.add(equippedStatsS).padTop(NEG); upgrades.row(); upgrades.add(upgradeS).padBottom(NEG).expandX().fillX().colspan(2); upgrades.row(); upgrades.add(naturalS).padBottom(MINI_PAD).expandX().fillX().colspan(2); upgrades.row(); upgrades.add(upgradeSC).fillX().expandX().padBottom(MINI_PAD).colspan(2); upgrades.row(); upgrades.add(up1B).padRight(MINI_PAD).fillX().padBottom(MINI_PAD).padTop(MINI_PAD); upgrades.add(upgrade1StatsS).fillX().expandX(); upgrades.row(); upgrades.add(up2B).padRight(MINI_PAD).fillX().padTop(MINI_PAD).padBottom(MINI_PAD); upgrades.add(upgrade2StatsS).fillX().expandX(); upgrades.row(); upgrades.add(up3B).padRight(MINI_PAD).fillX().padTop(MINI_PAD).padTop(MINI_PAD); upgrades.add(upgrade3StatsS).fillX().expandX(); //upgrades.debug(); text.add(upgrades).colspan(4).padTop(PAD); this.addTopTable(text); // this.addButton(null); // this.addButton(null); // // this.addButton(null); this.setButton(4, "Back"); }
From source file:mobi.shad.s3lib.gui.GuiResource.java
License:Apache License
/** * @param widget//from ww w . j a v a 2s.co m * @param name * @return */ public static ScrollPane flickScrollPane(Actor widget, String name) { if (S3Constans.INFO) { S3Log.log(TAG, "Create FlickScrollPane: " + name); } ScrollPane scrollPane = new ScrollPane(widget); scrollPane.setFlickScroll(true); scrollPane.setName(name); return scrollPane; }
From source file:mobi.shad.s3lib.gui.GuiResource.java
License:Apache License
/** * @param region//www . j a va 2 s . c om * @param name * @return */ public static ScrollPane flickScrollPane(TextureRegion region, String name) { if (S3Constans.INFO) { S3Log.log(TAG, "Create FlickScrollPane: " + name); } ScrollPane scrollPane = new ScrollPane(new Image(region)); scrollPane.setFlickScroll(true); scrollPane.setName(name); return scrollPane; }
From source file:net.ivang.axonix.main.screens.LevelsScreen.java
License:Apache License
@Inject private LevelsScreen(final AxonixGame game, InputMultiplexer inputMultiplexer, EventBus eventBus) { super(game, inputMultiplexer, eventBus); levelsTable = new Table(); for (int levelNumber = 1; levelNumber <= game.getLevelsFiles().size(); levelNumber++) { LevelButton button = new LevelButton(levelNumber, style.button, eventBus); levelsTable.add(button);/*from ww w . java 2s . c o m*/ if (levelNumber % LEVELS_TABLE_COLS == 0) { levelsTable.row(); } } ScrollPane scrollPane = new ScrollPane(levelsTable); scrollPane.setFillParent(true); stage.addActor(scrollPane); }
From source file:net.noviden.towerdefense.MapEditor.MapEditorSelectorScreen.java
License:Open Source License
public MapEditorSelectorScreen(final TowerDefense towerDefense) { this.towerDefense = towerDefense; Skin skin = new Skin(Gdx.files.internal("assets/uiskin.json")); Texture texture = new Texture(Gdx.files.internal("selectedMap.png")); _selectedMapIdentifierImage = new Image(texture); stage = new Stage(); rootTable = new Table(); rootTable.setFillParent(true);// w w w .j a v a 2 s. c o m Table containerTable = new Table(); _mapListTable = new Table(); updateMapList(); ScrollPane scrollPane = new ScrollPane(_mapListTable); scrollPane.layout(); scrollPane.setFadeScrollBars(false); Table operationsTable = new Table(); TextButton createButton = new TextButton("Create", skin); TextButton selectButton = new TextButton("Edit", skin); TextButton cloneButton = new TextButton("Clone", skin); TextButton deleteButton = new TextButton("Delete", skin); TextButton exitButton = new TextButton("Main Menu", skin); Label screenTitleLabel = new Label("Map Editor Browser", skin); containerTable.add(scrollPane).fillX().fillY(); operationsTable.add(screenTitleLabel).pad(5.0f); operationsTable.add(createButton).pad(5.0f); operationsTable.add(selectButton).pad(5.0f); operationsTable.add(cloneButton).pad(5.0f); operationsTable.add(deleteButton).pad(5.0f); operationsTable.add(exitButton).pad(5.0f); rootTable.add(operationsTable).expandY().top().expandX().right(); rootTable.row(); rootTable.add(containerTable).top(); rootTable.center(); stage.addActor(rootTable); Gdx.input.setInputProcessor(stage); // set up input listeners exitButton.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { towerDefense.setScreen(new MainMenuScreen(towerDefense)); } }); createButton.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { towerDefense.setScreen(new MapCreatorScreen(towerDefense)); } }); selectButton.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { if (_selectedMap != null) towerDefense.setScreen(new MapEditorScreen(towerDefense, _selectedMap)); } }); cloneButton.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { if (_selectedMap != null) { towerDefense.maps.add(_selectedMap.clone()); updateMapList(); } } }); deleteButton.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { if (_selectedMap != null) { towerDefense.maps.remove(_selectedMap); updateMapList(); _selectedMap = null; } } }); }
From source file:net.noviden.towerdefense.Screens.GameSettingsScreen.java
License:Open Source License
public GameSettingsScreen(final TowerDefense pTowerDefense) { _towerDefense = pTowerDefense;/*from www . j a v a 2s .c om*/ _modifiedKeyboardShortcutsMap = new HashMap<Integer, GameSettings.Actions>(); _currentlySelectedActionLabel = null; _currentlySelectedShortcut = null; _previouslySelectedKey = -1; Skin skin = new Skin(Gdx.files.internal("assets/uiskin.json")); _mainStage = new Stage(); Table rootTable = new Table(); rootTable.setFillParent(true); _mainStage.addActor(rootTable); // set up ui elements Label musicVolumeLabel = new Label("Music Volume", skin); final Slider musicVolumeSlider = new Slider(0.0f, 1.0f, 0.1f, false, skin); musicVolumeSlider.setValue(GameSettings.getMusicVolume()); Label sfxVolumeLabel = new Label("Sound Effects Volume", skin); final Slider sfxVolumeSlider = new Slider(0.0f, 1.0f, 0.1f, false, skin); sfxVolumeSlider.setValue(GameSettings.getSoundVolume()); Table volumeTable = new Table(); volumeTable.add(musicVolumeLabel); volumeTable.add(musicVolumeSlider); volumeTable.row(); volumeTable.add(sfxVolumeLabel); volumeTable.add(sfxVolumeSlider).pad(8.0f); Table keyboardShortcutsTable = new Table(); HashMap<Integer, GameSettings.Actions> currentShortcutMap = GameSettings.getShortcutMap(); // for sorting the settings on screen Collection<GameSettings.Actions> values = currentShortcutMap.values(); ArrayList<String> valueNames = new ArrayList<String>(); for (GameSettings.Actions action : values) { valueNames.add(action.toString()); } Collections.sort(valueNames); for (String s : valueNames) { final Label actionLabel = new Label(s, skin); final TextButton shortcutButton = new TextButton( Input.Keys.toString(GameSettings.getReverse(GameSettings.Actions.valueOf(s))), skin); keyboardShortcutsTable.add(actionLabel).pad(10.0f); keyboardShortcutsTable.add(shortcutButton); keyboardShortcutsTable.row(); shortcutButton.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { if (_currentlySelectedShortcut == null) { _currentlySelectedActionLabel = actionLabel; _currentlySelectedShortcut = shortcutButton; _previouslySelectedKey = Input.Keys.valueOf(shortcutButton.getText().toString()); shortcutButton.setText("Press any un-set key!"); } } }); } ScrollPane keyboardShortcutsScrollPane = new ScrollPane(keyboardShortcutsTable); keyboardShortcutsScrollPane.layout(); // add in save and exit buttons Table exitFunctionalityTable = new Table(); TextButton saveAndExitButton = new TextButton("Save and Exit", skin); TextButton exitWithoutSavingButton = new TextButton("Exit Without Saving", skin); exitFunctionalityTable.add(saveAndExitButton).pad(10.0f); exitFunctionalityTable.add(exitWithoutSavingButton); // finally, construct display table rootTable.add(volumeTable); rootTable.row(); rootTable.add(keyboardShortcutsScrollPane); rootTable.row(); rootTable.add(exitFunctionalityTable); InputMultiplexer multiplexer = new InputMultiplexer(_mainStage, new MyInputProcessor()); Gdx.input.setInputProcessor(multiplexer); // add in event listeners here exitWithoutSavingButton.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { _towerDefense.setScreen(new net.noviden.towerdefense.Screens.MainMenuScreen(_towerDefense)); } }); saveAndExitButton.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { // attempt to save settings GameSettings.setMusicVolume(musicVolumeSlider.getPercent()); GameSettings.setSoundVolume(sfxVolumeSlider.getPercent()); // save keyboard shortcuts GameSettings.putShortcuts(_modifiedKeyboardShortcutsMap); // return to main menu _towerDefense.setScreen(new net.noviden.towerdefense.Screens.MainMenuScreen(_towerDefense)); dispose(); } }); }