Overview of new gui
Introduction
It was difficult to design complex UI before GUI system was introduced. Even if you can design specific UI for specific kind of game, such as MMORPG, still you can't reach your expectation because of abundant of UI. We can design a GUI system ourselves, but it's a huge program to pursue. Now Cocos2d-x has its own solution-GUI system. Let's get started.
GUI Widgets
Let's take a glance of these widgets in following list. Details about these widgets will be shown later.
Name | Description | Name | Description |
---|---|---|---|
Widget | Base class of all the GUI elements | LoadingBar | Loading prograss bar |
Layout | It's a container to manage various widgets | ScrollView | Scrolling view |
Scale9Sprite | a sprite which enable slice 9 | ListView | Also know as TableView |
Button | a clickable button with slice 9 enabled | Slider | Slider bar |
CheckBox | Check box | TextField | A control to allow you input some texts |
ImageView | a control to display an image | TextBMFont | a BMFont labels |
Text | Character label | PageView | Page view |
Helper | Help class | TextAtlas | an atlas label |
Usage of General Widgets
Let's get started with Hello Cocos
Every element in GUI system is a Widget element and a Widget is inherited from cocos2d::Ref class. Now Widget element are inherited from cocos2d::Node class, so all the Node descendants could be added into the Widget tree.
In C++:
1 2 3 4 5 6 7 8 9 10 | auto size = Director::getInstance()->getWinSize(); auto label = Text::create(); label->setText("Hello Cocos!"); label->setFontName("Marker Felt"); label->setFontSize(30); label->setColor(Color3B(159, 168, 176)); label->setPosition(Point(size.width / 2, size.height / 2)); addChild(label); |
In Lua
1 2 3 4 5 6 7 | self._displayValueLabel = ccui.Text:create() self._displayValueLabel:setString("No Event") self._displayValueLabel:setFontName(font_UIButtonTest) self._displayValueLabel:setFontSize(32) self._displayValueLabel:setAnchorPoint(cc.p(0.5, -1)) self._displayValueLabel:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0)) self._uiLayer:addChild(self._displayValueLabel) |
In addtion, Text class has other properties:
General properties and Methods | Description |
---|---|
setString(const std::string& text) | Setting of display text label |
getString() | Get displayed text |
getLength() | Get the length of string(Chinese character is more than English's, in iOS is 3) |
setFontName(const std::string& name) | Set font |
setFontSize(int size) | Set the size of font |
setScale(float fScale) | Set the scale factor |
setAnchorPoint(const cocos2d::Point &pt) | Set the position of the anchor |
setTouchEnabled(bool enable) | Enable the touch |
setTouchScaleChangeEnabled(bool enable) | Enable zoom when touch(enable touch is required) |
Text usually used for display static text, but you can also get the same function by adding addTouchEventListener
.
Usage of Button
The code below shown a Text and then we'll add a Button. When touch the Button the content of the Text will be changed:
In C++:
1 2 3 4 5 6 7 | auto uButton = Button::create(); uButton->setTouchEnabled(true); uButton->loadTextures("cocosgui/animationbuttonnormal.png", "cocosgui/animationbuttonpressed.png", ""); uButton->setPosition(Point(size.width / 2, size.height / 2) + Point(0, -50)); uButton->addTouchEventListener(this, toucheventselector(HelloWorld::touchEvent)); uLayer->addWidget(uButton); |
In Lua:
1 2 3 4 5 6 | local button = ccui.Button:create() button:setTouchEnabled(true) button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "") button:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0)) button:addTouchEventListener(touchEvent) self._uiLayer:addChild(button) |
We used addTouchEventListener
to add touch event callback function. The implementation of touchEvent
in the following code will show you how it listens the every status of the button(such as click, move, end touch and cancel touch):
Note: _lbl is a private variable and the reference of the Text.
In C++
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 | void HelloWorld::touchEvent(Ref *pSender, TouchEventType type) { switch (type) { case ui::Widget::TouchEventType::BEGAN: _lbl->setText("UIButton Click."); break; case ui::Widget::TouchEventType::MOVED: // TODO break; case ui::Widget::TouchEventType::ENDED: // TODO break; case ui::Widget::TouchEventType::CANCELED: // TODO break; default: // TODO break; } } |
In Lua
1 2 3 4 5 6 7 8 9 10 11 | local function touchEvent(sender,eventType) if eventType == ccui.TouchEventType.began then self._displayValueLabel:setString("Touch Down") elseif eventType == ccui.TouchEventType.moved then self._displayValueLabel:setString("Touch Move") elseif eventType == ccui.TouchEventType.ended then self._displayValueLabel:setString("Touch Up") elseif eventType == ccui.TouchEventType.canceled then self._displayValueLabel:setString("Touch Cancelled") end end |
General properties and methods | Description |
---|---|
setTouchEnabled(bool enable) | Enable touch, default is disabled |
loadTextures(const char* normal,const char* selected,const char* disabled,TextureResType texType = TextureResType::LOCAL); | Loading button image resource, such as normal status, pressed status and disabled status. |
setPosition(const Point &pos) | Set widget's position |
addTouchEventListener(Object *target, SEL_TouchEvent selector) | Set button's callback function |
Note: Some widgets can not enable touch, such as Text and ImageView, however, Button and ScrollView must enable setTouchEnabled
, and this function is inherited from Widget.
General properties and Usages of ImageView
To enrich the UI we added a image display widget-ImageView, as following code:
In C++:
ImageView *imageView = ImageView::create(); imageView->loadTexture("cocosgui/ccicon.png"); imageView->setPosition(Point(size.width / 2, size.height / 2) + Point(0, 50)); this->addWidget(imageView);
** In Lua**
1 2 3 4 | local imageView = ccui.ImageView:create() imageView:loadTexture("cocosui/ccicon.png") imageView:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + imageView:getContentSize().height / 4.0)) self._uiLayer:addChild(imageView) |
General properties and methods | Description |
---|---|
loadTexture(const char* fileName,TextureResType texType =TextureResType::LOCAL); | The method of image display widget loading image resource |
setTextureRect(const Rect& rect) | Set image's rectangle area |
setScale9Enabled(bool able) | Enable Scale9 image |
Import resource from CocoStudio
We've got the basic steps to use widgets by the contents we've mentioned above. First we should create some UI widgets, then adding them into a layer or scene. In the meantime, set some general properties such as click when you need interaction actions. If the widgets are not too much we can easily manage it, however, when the UI widgets are too much to control it maybe a trouble. So we introduce a new way to load UI resource by CocoStudio.
What are the advantages of using CocoStudio? CocoStudio UI editor allows you preview the result you just designed by every widgets in the editor. It saves you much time to code for the widgets properties because you can set them in the editor. For example, you can set ImageView display image, set Text display text, set button image for Button and enable touch. It's efficient to use CocoStudio and GUI lib together.
Load GUI Resource
Now we use the method provided by cocostudio::GUIReader
loading UI widgets from json file:
In C++
1 2 3 4 5 6 | Layout* m_pLayout = dynamic_cast<UILayout*>(cocostudio::GUIReader::shareReader()->widgetFromJsonFile("cocosgui/UITest/UITest.json")); this->addChild(m_pLayout); Text* m_pSceneTitle = dynamic_cast<Text*>(m_pLayout->getWidgetByName("UItest")); |
In Lua
1 2 3 4 | self._layout = ccs.GUIReader:getInstance():widgetFromJsonFile("cocosui/UIEditorTest/UIButton_Editor/UIButton_Editor_1.json") self._uiLayer:addChild(self._layout) local sceneTitle = self._layout:getChildByName("UItest") |
Note: The UITest.json file here is generated by CocoStudio UI editor, usually we don't change the content to change every property. You can find more details about how to use CocoStudio from CocoStudio document.
UITest.json file contains all the defines of UI, layout of UI and every setting of properties. When GUIReader loaded resource, corresponding widgets can be created and fill their properties. By using CocoStudio UI editor saves a lot of coding work.
UI Resource Using Procedure
As discussed, the first resource you got from UI resource is a Layout resource, and it's the Panel widget in CocoStudio. It always be the root widget of UI widget for layout work. We can add Button, Text, CheckBox, ImageView and Scrollview, etc to Panel. Also, it's possible to add a Panel as sub-area to a Panel. This json file is a dictionary data structure, which "key" stores the property name and "value" stores the value. There is no concern about the implementation of the GUIReader.
When Layout added to a layout, we can use layout->getWidgetByName("UItest")
to get a exists widget in UI resource from Layout. Note: The getWidgetByName() method here belongs to Layout. Remember Layout is just one kind of widget.