In UiApp is there a simple way to change the setStyleAttribute when the mouse is over a button. Basically I would like to create a rollover button.
Yes, this is possible, and it's somewhat simple.
You have to create two client handlers, one to set the styles on hover and another to set it back. Then add them to the button, like this:
var btn = app.createButton('Button').setStyleAttributes({color:'blue'});
var setStyleHover = app.createClientHandler().forEventSource().setStyleAttributes({color:'red'});
var setStyleBack = app.createClientHandler().forEventSource().setStyleAttributes({color:'blue'});
btn.addMouseOverHandler(setStyleHover);
btn.addMouseOutHandler(setStyleBack);
//add button to your interface
//show app
Related
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.
I'm making a page that has 4 in-page tabs on it. To link to those tabs, the URL is
URL/#tab-1-tab; URL/#tab-2-tab etc
Now, in one of the tabs I want to have buttons that link to specific points on a page inside another tab, but not sure if it's actually possible to link to.
I've made the anchors on that page with
<a name="1"></a>
But I can't figure out how to link to them. I tried
URL/#tab-4-tab/#1 and URL/#tab-4-tab#1
Not sure what else to try. The links do work if I go to the tab with the anchors, then erase the tab url bit and just put in the anchor link, so instead of
URL/#tab-4-tab, I type in URL/#1
Then it jumps to the right point.
But that doesn't work if I'm on any other tab or page.
Is it possible to do this somehow?
If your using tabs to switch div CSS properties like display:none / display:block then you will need some jQuery / JavaScript to switch them based of URL no differently then your jQuery that listens for the tabs "onclick" event then shows that relative div.
First step would be to obtain a JavaScript URL reader that listens for variables or hashtag-bookmarks. Here is an example of a variable reader I have used before.
http://jsfiddle.net/googabeast/hhkuj/
function getUrlVars() {
var vars = {};
var parts = window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function(m,key,value) {
vars[key] = value;
});
return vars;
}
//usage
var myVar = getUrlVars()["tab"];
That would make the URL format slightly different then your above posting, something more like "index.php?tab=2" / "index.php?tab=3" etc...
Next phase would be generate a switch based off the incoming URL variables to properly show the requested div.
I'm using the code bellow to change the color of button on rollover and rollout and clicked. I have following issues in this
1. The color did not changed when button is clicked.
2. Button wont work after once clicked.
pages.gotoAndStop("home");
// list of button instance names
var previousClicked:DisplayObject;
var buttonsss:Array = [home, menudown.about, menudown.portfolio, menudown.clients, menudown.pricing, menudown.contact];
for each ( var mc:MovieClip in buttonsss)
{
mc.buttonMode = true;
mc.mouseChildren = false;
mc.addEventListener(MouseEvent.MOUSE_UP, onClick);
mc.addEventListener(MouseEvent.ROLL_OVER, rolloverEffect);
mc.addEventListener(MouseEvent.ROLL_OUT, rolloutEffect);
}
function onClick(e:MouseEvent):void
{
pages.gotoAndStop(e.target.name);
e.currentTarget.mouseEnabled = false;
TweenLite.to(e.currentTarget,2,{tint:0x666666, ease:Strong.easeOut});
TweenLite.to(previousClicked,2,{tint:null , ease:Strong.easeOut});// set the previous clicked to null tint
previousClicked.addEventListener(MouseEvent.ROLL_OUT, rolloutEffect);// restore the Roll_Over effect
previousClicked = DisplayObject(e.target); // update the last clicked button
e.target.removeEventListener(MouseEvent.ROLL_OUT, rolloutEffect);
}
function rolloverEffect(e:MouseEvent):void{
TweenLite.to(e.currentTarget,2,{tint:0x666666, ease:Strong.easeOut});
}
function rolloutEffect(e:MouseEvent):void{
//should change tint to null just when its enabled, but its changing always (enabled or disabled)
TweenLite.to(e.currentTarget,2,{tint:null , ease:Strong.easeOut});
}
How I have always done this is with the built in buttons instead of doing it with code.
If you click window up in the top bar then click on components (near the bottom) it will bring up a little window then if you expand the user interface folder and drag and drop from the button item. Then with that button on the stage if you double click on it you will go into the edit symbol screen and it will have pictures of each state that the button and if you double click on the state you want then you can visually edit that version of the button.
Hope this helped.
Note: I first started with flash pro-cs5.5 and your tag says flash-cs5 I don't know for sure if that function is available or not in 5.
I am unfamiliar with Tweenlite, but I'm guessig that what it does in this case is simply change the color, am I right? If so, I'd suggest creating the color changes on your timeline and using framelabels combined with gotoAndStop to create the different effects. This should also solve your problem concerning the button not working after it has been clicked once.
I have this:
ELEMENTS:
Stage - symbol_1
- symbol_2
So,... i would like to change a text inside symbol_2 from a button on symbol_1, using sym.$("Text").html("NewText"); What's the correct path!?
In the click event of symbol_1 -> button write this:
var stage = sym.getParentSymbol();
var sym2 = stage.getSymbol("symbol_2");
sym2.$("Text").html("NewText");
This code works if both symbol_1 and symbol_2 are children of Stage.
Please note that symbol_1 and symbol_2 are the instances names of the symbols, as they appear in the "Elements" panel (not in the symbol library)
I feel like something like this exists but how would I create a button in only action script 3 code? I mean without making a shape and converting it to a button symbol or something. It would probably make it easier to only work in FlashDevelop.
You can use the SimpleButton class or roll your own using the Sprite class. Then you can draw anything or use any image as the button and it's over, down and default states.
For example a simple button can be like this :
var goButton:SimpleButton = new SimpleButton();
var myButtonSprite:Sprite = new Sprite();
myButtonSprite.graphics.lineStyle(1, 0x555555);
myButtonSprite.graphics.beginFill(0xff000,1);
myButtonSprite.graphics.drawRect(0,0,200,30);
myButtonSprite.graphics.endFill();
goButton.overState = goButton.downState = goButton.upState = goButton.hitTestState = myButtonSprite;
addChild(goButton);
You can have different display objects for each state of the button or you can attach bitmaps instead of sprites.