I can see on the documentation that the ScrollPane has a scrollTo method:
https://libgdx.badlogicgames.com/ci/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html
I'm trying to use it to scroll to any new element added inside the scrollpane's actor (Table) without success.
The main table contains nested Tables (4 of them) so the actor can be in any of them. How would you then implement the following method: scrollTo(Actor actor)
That would really help, thanks for reading !
Perhaps the ScrollPane and its inner tables are not layed out when you call the method. You can force a layout by calling the validate method.
Related
I have an MC that is a list and it's inside a scrollPane. I want to make the list jump to a new location by clicking an object inside the MC.
I do not want the user to manually scroll the list. However, I'm not sure how to reference the MC in the scrollPane.
I'm lost on the coding, have some incredibly basic AS3 going on that doesn't work:
scrollPane.source = List1;
scrollPane.setSize(440, 610);
scrollPane.scrollDrag = true;
The list works in that I can manually scroll through it. So I tried this code to see if I coul move the MC inside the scrollPane up 300 pixels--it obviously didn't work:
button1.addEventListener(MouseEvent.MOUSE_DOWN, moveList1);
function moveList1(evt:MouseEvent):void {
scrollPane.source.List1.y = -300;
}
I'm assuming since the MC "List1" isn't actually on the stage is where I'm getting tripped up.
Thanks for any help.
Apparently I asked a similar question a long time ago that I since forgot about.
The solution is:
"scrollPane instance name".verticalScrollPosition = "wherever you want the pane to scroll to".
Example usage code:
scrollPane.verticalScrollPosition = 100;
You can see this list here http://www.studia-kuhni.ru/exec.swf.
List.change
List.itemRollOut
List.itemRollOver
List.scroll
What I should use? How I can scroll list as like as on that swf? (i know about tweenmax, question about scrolling)
May be somebody know beautiful and well made examples?
Thank you.
Try using List.scroll listener, and update 'selectedIndex' with respect to the scroll direction. For eg., my_list.selectedIndex += 1 to select the next item.
EDIT2: It seems that the big numbers are created because the movieclip doesnt hold any bipmapdata, but Im yet not sure about it, but my real mistake was that I just forgot "this" infront of one "getBounds" ... project size was to big and I couldnt find the bug =)
EDIT: tried to use seperate containers, for the movieclips, and did all this in the root class ... everything worked fine, when I used seperate containers and attached everything to the charakter class it got screwd up again
OLD:
Hey I am making a game right now and I want to get the bounds of the charakter body.
To understand how I did set the whole thing up I explain the hirarchy.
The class of my flash document is "game.as". "game.as" adds a Child of the class Charakter
my Charakterclass has a Movieclip for every body part, for example the "head"
every bodypart has a movieclip which contains the picture of the bodypart, in this case "head".
When I now try to use the getBounds(head.mc) inside the "head" class I get really weird results. ussualy something around x=64001, y=64001, width = 0, height = 0;
I found a way how to solve this problem by simply using the getBounds(head.mc) function not inside the head, but inside the Charakter class .... but this is not what I actually want to do, I would like to use the getBounds(head.mc) function inside the head class.
Any ideas why the results are so weird or what I have to do? Im very thankfull for every opinion, because this doesnt seem logical to me xD
getBounds() is inaccurate. Please read the following posts to understand the issue.
getBounds "wrong" results (Source)
When getting bounds of an object relative to it's OWN coordinate system,
those values will NOT be scaled.
getBounds() returning incorrect height (Source)
From inside head_mc, try getBounds(this.parent); (you may want to test to see if the parent exists first) - this should give you the bounds of your head_mc as its container sees it, which I think is what you want, but called from inside head_mc, as you request.
bitmapdata is right, though - getBounds() can sometimes give some odd results. It looks to me like you might be asking the question before you add head_mc to the stage, and are therefore getting the undefined values for width/height/x/y.
I'm building a game of which the interface is one of the first items to load on screen. Sound button, pause and all the bits -
During the game - all manor of things are dynamically added and removed to the stage. Therefore my interface goes behind my game scene.
How do I ensure the movieclip always stays on top?
Can I override the addChild of my Document Class and every time a new child is added, I restack the interface to the top?
You can use setChildIndex to rearrange objects that are already contained within a MovieClip or Sprite. For example, if you have an object called container, which contains a redBall, blueBall and many other ball objects, you can use the following to make sure redBall is behind everything else:
container.setChildIndex(redBall, 0);
Equally you can make sure that blueBall will be displayed infront of everything else using:
container.setChildIndex(blueBall, container.numChildren-1);
addChildAt will sort you out for adding children straight into their correct position, and setChildIndex will allow you to re-position objects already placed. Hope that helps.
debu
Look into addChildAt, it allows you to specify the index that the new object should be added too.
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/DisplayObjectContainer.html#addChildAt%28%29
A good strategy is to keep all interface elements in one parent Sprite/MovieClip, and all game assets in another. (With the interface one on top)
With your guys suggestion I made this, apparently, if you addChild an object already on the screen, it's simply reindex'd to the top. Does this look ok?
private var topLevelChildrenArray:Array = [];
public function addTopLevelChild(child:DisplayObject):DisplayObject
{
topLevelChildrenArray.push(child)
return this.addChildAt( child, this.numChildren - 1 );
}
override public function addChild(child:DisplayObject):DisplayObject
{
this.addChildAt(child, this.numChildren);
for each(var topChild:DisplayObject in topLevelChildrenArray)
{
super.addChild(topChild);
}
return child
}
I have a DataGrid populated via an Array. The last column in the DataGrid uses an ItemRenderer (Button). I want to show the Button in certain rows but not in others (leave those empty). I've looked everywhere for an example or even a clue how to do this (tried labelFunction on DG, etc.) but can't find anything about it. Any help would be appreciated. Thanks!
Okay... with (lots of) help, figured it out.
First off, I'm not sure why the itemRenderer requires a container but it does. The array must also be checked from the itemRenderer and not from the main application... again, I don't know why since the debugger shows it going through the exact same loop/events, etc.).
If interested here's the relevant parts of the code:
Main App:---
{col1:'', col2:'', col3:'', col4:'', col5:'', col6:'', col7: '', col8:'', col9:'', col10:'', col11:'yo'}];
public function initData():void
{ xferSchedule.dataProvider = schedArray; }
]]>
an item renderer does not have to be a container, it has to implement IDataRenderer (a Button does not). One could extend Button and implement this interface to get a simple button renderer. If you want it to display conditionally, you will accomplish this by handling those conditions within the renderer based on the data.
Now this might get slightly complex. I would recommend you to define you an XML instead of Array of Objects. If the node has the type property button, then it would create button at that cell whose value type is button.
How to create a button dynamically inside a grid which is yet again dynamic?
This might end into the whole component being dynamic.