LibGDX Scroll Pane of buttonGroup - libgdx

I am trying to create my own tile map creator, so I need some panel where user can choose between textures. I wanted to create scrollpane inside my camera view. It moves perfectly and everything is working with List of Strings but if I want to change Strings to buttonGroup it only displays in my scrollpane "com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup#5dcff25d" nothing else only one row with this. Here is my code:
private void initPanel(){
skin=new Skin(Gdx.files.internal("uiskin.json"));
background = new Group();
background.setBounds(0, CAM_HEIGHT-PANEL_SIZE, PANEL_SIZE, PANEL_SIZE);
stage=new Stage(new ScreenViewport());
list=new List<ButtonGroup>(skin);
buttons=new TextButton[TEXTURE_NUMBER];
buttons[0]=new TextButton("Delete",skin);
buttons[1]=new TextButton("Red",skin);
buttons[2]=new TextButton("Blue",skin);
buttons[3]=new TextButton("Green",skin);
buttonGroup=new ButtonGroup<TextButton>(buttons);
buttonGroup.setMaxCheckCount(1);
buttonGroup.setMinCheckCount(0);
list.setItems(buttonGroup);
scrollPane=new ScrollPane(list);
scrollPane.setBounds(0, 0, PANEL_SIZE, PANEL_SIZE);
scrollPane.setPosition(0,CAM_HEIGHT-PANEL_SIZE);
scrollPane.setTransform(true);
stage.addActor(background);
stage.addActor(scrollPane);
background.addActor(new Image(new Texture("textures/panel_background.png")));
Gdx.input.setInputProcessor(stage);
}

Whenever you see something like com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup#5dcff25d or package.class#hexstring, it means that somebody is trying to convert the object into a string by calling Object#toString().
In this case the culprit is List class- which is designed to take a bunch of objects and display them as text. ButtonGroup is intended to associate the buttons logically instead of position them on the screen, so you'll need to create the ButtonGroup and a Table. Add the buttons to both, and then put the table into the ScrollPane.
I'm assuming of course you need the ButtonGroup functionality to manage the buttons. If the buttons are independent of each other, then you can skip the ButtonGroup entirely and just add the buttons to the table.

Related

How to create a MenuItemImage with a callback function in stead of selected image?

I have a MenuItemImage here:
auto myImage = MenuItemImage::create("image.png","image_selected.png",
CC_CALLBACK_1(HelloWorld::onImageClicked,this));
It allow me to input a image.png, which will be changed to image_selected.png on selected when I navigate between items in my menu with keyboard. However, I want to perform some actions when select it with myImage->selected(); (NOT activate it by clicking/touching or calling for myImage->activate(); function), not just a boring image_selected.png.
Now, I'm thinking about set up all of those action in:
keyBoardListener->onKeyPressed = [&](cocos2d::EventKeyboard::KeyCode keycode, Event* event)
{ // Setting up actions on KEY_RIGHT_ARROW or KEY_LEFT_ARROW pressed};
However this way makes things complicated. Therefore, I want to ask if there's any way that I could set up all of my actions as myImage being creating so I could call all of those action with a simple myImage->selected() or stop them with myImage->unselected() later?
Your attention and help is very much appreciated :D
Simply do this:
auto myImage = MenuItemImage::create("image.png", "image_selected.png", [&](Ref* ref){
//your code here
//by ref you can access "myImage" object
});
edit:
I'm not sure what are you trying to achieve. Do you want to have a few buttons in menu, which always one of the is selected and change them using arrows? (so menu navigation is like on console games).
edit2:
After watch a sample yt video I don't think you can achieve this relying only on MenuItemImage. Instead I'd create a ui::Button (if you need clicking/touching as well) or Sprite. Then I'd handle button states by myself. As for glowing frame you probably need some fancy shader or create it in photoshop and add to it an action with constantly fading out and in.

FloodFill in AS3

I have been making a basic painting application similar to MS-Paint with basic paint, eraser and fill tools. It's this last one that's giving me some trouble.
I'm pretty new to using BitmapData but the idea is that when the user clicks the board, it triggers the startFloodFill method. This is shown below:
public static function startFloodFill(e:MouseEvent):void
{
trace("FLOODFILL");
var boardRef:MovieClip = e.currentTarget.parent.board; //Creates a reference to the board
var boardData:BitmapData = new BitmapData(boardRef.width, boardRef.height); //Creates a new BitmapData with the same size as boardRef
boardData.floodFill(e.localX, e.localY, 0x00CCCCCC); //Applies the FloodFill
boardData.draw(boardRef); //Saves the boardRef as bitmapData
boardRef.bitmapData = boardData; //Updates the board
boardRef.parent.addChild(boardRef);
}
Can anybody tell me what I've done wrong here? When I click, the board does not change. I expected the FloodFill to fill the entire bitmap with the chosen colour as the board is blank when I click.
I also tried replacing the last two lines with:
boardRef.addChild(new Bitmap(boardData) ); //Updates the board
Thanks
The problem is that you first use the floodFill, and then use the draw method, which actually fills the BitmapData with whatever param you give it - in your case it's the boardRef.
You should first draw the boardRef into the boardData, and then use floodFill. At the end, you need to create new Bitmap and display it.
Now you are setting the bitmapData of a MovieClip?! Don't know what you wanted, but you just need to add new child (new Bitmap)

Set a button to invisible once clicked

I'm trying to set a button to invisible in AS3 however when the I leave the frame and come back to it the button is visible again. This is for a jeopardy game I make making for comm tech class.
Here is what I currently have:
a1.addEventListener(MouseEvent.CLICK, a1mouseClick);
function a1mouseClick(mouse:MouseEvent) {
a1.visible = false;
gotoAndStop("A1");
trace("Going to A1");
}
however when it comes back to the frame with the a1 button it is visible again.
Here is my current animation: https://dl.dropbox.com/u/23938245/jeporady.fla
While moving through the timeline flash player can recreates sprites, movie clips and text fields, so your buttons appears visible again. To prevent recreation move all controls to separate level without key frames. If key frames are required try to set the same instance name for this button in all keyframes.
#fsbmain and #prototypical they are right.
While moving through the timeline flash player can recreates sprites, movie clips and text fields, so your buttons appears visible again. To prevent recreation move all controls to separate level without key frames. If key frames are required try to set the same instance name for this button in all keyframes.
I was looking at your project, and offer a quick fix, you need to do the following:
Create a new layer on top to manage a few of actions availables for all frames with the following actions:
import flash.display.DisplayObject;
// Manages the buttons visible state
var buttonsStates:Object = {
"a1":true, "b1":true, "c1":true, "d1":true, "e1":true,
"a2":true, "b2":true, "c2":true, "d2":true, "e2":true,
"a3":true, "b3":true, "c3":true, "d3":true, "e3":true,
"a4":true, "b4":true, "c4":true, "d4":true, "e4":true,
"a5":true, "b5":true, "c5":true, "d5":true, "e5":true
};
// Checks the buttons visibility
function checkVisibility () {
for (var buttonName:String in buttonsStates)
{
var child:DisplayObject = this.getChildByName(buttonName);
child.visible = buttonsStates[buttonName];
}
}
// Saves the visible satatus to false
function setVisibilityToFalse(target:*) {
buttonsStates[target.name] = false;
target.visible = false;
}
Every time you want to check the visibility of the buttons you must call the checkVisibility() function. For example, every time you return to the button list.
Finally the event handler for each button must be like this:
function a1mouseClick(mouse:MouseEvent) {
setVisibilityToFalse(mouse.currentTarget); // Saves the visible state to false
gotoAndStop("A1");
trace("Going to A1");
}
You can download the edited file here http://cl.ly/Lt6X
You are missing a fundamental aspect of how the flash timeline and keyframes function. Once you move away from that frame, the stage instance of the content of that frame and it's properties/states are gone. When you return to that frame, the instance is created again based on the keyframe contents.
I think the best solution given your current approach is to put the main board persistent throughout all the frames. You can do that by creating a layer for it, and have it's keyframe extend from frame 2 to frame 27. However, your next issue will be adjusting visibility of all the elements on that screen when you don't want them visible.
My suggestion would be to put all the elements of that screen into a movieclip symbol of it's own and add that movieclip, and all code for it's listeners, to this new layer you created. For example you might name that instance - main_board and therefore you could modify it's visibility with main_board.visible property. If you did choose that solution, you would need to modify all the code on that frame to use that instance name as well ie :
main_board.a1.visible = false;
Also, you'd need to modify all you addEventListener lines as well :
main_board.a1.addEventListener(MouseEvent.CLICK, a1mouseClick);
Your approach for this game could be greatly simplified, but even further beyond the scope of this question than I have already gone!

Flipping through pages on a notebook (HTML5) using Selenium WebDriver (Java)

I want to flip through a notebook, without using any buttons or something like that, but actually clicking on the active element of the page or by dragging the page to get to the next one. The notebook is something similar to this one. I tried many different approaches but failed.
The code I am trying to get to work is:
WebElement page= driver.findElement(By.xpath("//*[#id='pages']/section[4]/div"));
Actions kkk = new Actions(driver);
Actions flip= kkk.moveToElement(page, 780, 200);
flip.click().build().perform();
I also tried the next approach :
flip.perform();
Thread.sleep(200); //to allow the mouse to hover and activate the page
flip.click().perform();
Nothing works, the mouse hovers over the neccesary place and if I try to click in the same place, it just resets and the page rolls back flat.
Also, is there any way finding the neccesarry place (the active spot of the element) without using Offset (coordinates), I can't think of any other way.
This seems more on the lines of drag and drop.
Try doing something like this
WebElement draggable = browser.findElement(By.xpath("//*[#id='pages']/section[4]/div"));
new Actions(browser).dragAndDropBy(draggable, 200, 10).build().perform();
Based on
org.openqa.selenium.interactions.Actions.dragAndDropBy(WebElement source, int xOffset, int yOffset)
UPDATE
or this way
WebElement element = driver.findElement(By.name("source"));
WebElement target = driver.findElement(By.name("target"));
(new Actions(driver)).dragAndDrop(element, target).perform();
UPDATE 2
Or this way
Actions builder = new Actions(driver);
Action dragAndDrop = builder.clickAndHold(someElement)
.moveToElement(otherElement)
.release(otherElement)
.build();
dragAndDrop.perform();

ColorPicker not editable in Form -> FormItem

Please note the remark mentioned WORKAROUND at the end of this question.
Based on a Dictionary based specification, one of my classes creates a Form programmatically.
Adding TextInput or DatePicker to FormItemss works as expected.
Unfortunately, the following code just creates a colored rectangle, not the actual picker:
ti = new ColorPicker();
ColorPicker( ti ).selectedColor = TAColor( _spec[ key ].value ).color;
and later on
formItem.addElement( ti );
The Form is embedded in a TitleWindow component presented using
PopUpManager.addPopUp(...);
When added to TitleWindow, it shows up correctly, within Form->FormItem not:
I can't image, why the picker doesn't appear. Do you?
WORKAROUND:
If I wrap the ColorPicker inside a Group things work:
ti = new Group();
Group( ti ).addElement( new ColorPicker() );
In this case, the ColorPicker appears as editable.
Still, I'd be too happy to learn what the problem with my initial solution. Bug?
A DateField (which extends ComboBase like ColorPicker) behaves properly in a spark Form. But in the ColorPicker, the mouse down handler of the button never gets called. I think that maybe the skin part that handles the mouse clicks (it must be a button) is not properly dimensionned, and the result is it is not shown. I've come to this conclusion because within an mx Form, the ColorPicker doesn't display as it does when it is added to the regular displaylist...
Hope this helps...
In the code you've provided, you never add the colorPicker as a child to any parent container; as such it will never show up anywhere.
You probably need to do something like:
formItem.addChild(ti );
[or for a Spark formItem]:
formItem.addElement(ti );
I'm confused as to why you're seeing a rectangle.