本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup类的典型用法代码示例。如果您正苦于以下问题:Java ButtonGroup类的具体用法?Java ButtonGroup怎么用?Java ButtonGroup使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
ButtonGroup类属于com.badlogic.gdx.scenes.scene2d.ui包,在下文中一共展示了ButtonGroup类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: addPieceChoice
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
private void addPieceChoice(){
buttonTable = new Table();
buttonTable.bottom();
buttonTable.setFillParent(true);
pieceChoiceGroup = new ButtonGroup<CheckBox>();
whiteCheckBox = new CheckBox(" White", game.getSkin());
blackCheckBox = new CheckBox(" Black", game.getSkin());
pieceChoiceGroup.add(blackCheckBox);
pieceChoiceGroup.add(whiteCheckBox);
pieceChoiceGroup.setMaxCheckCount(1);
pieceChoiceGroup.setMinCheckCount(1);
pieceChoiceGroup.setUncheckLast(true);
pieceChoiceGroup.setChecked("Black");
buttonTable.add(whiteCheckBox).center().padBottom(15).row();
buttonTable.add(blackCheckBox).center().padBottom(40).row();
}
示例2: CharacterController
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public CharacterController(TextureAtlas buttonAtlas) {
whistleButton = new CharacterButton(HumanState.WHISTLE, buttonAtlas, "whistle-up", "whistle-down", "whistle-down");
throwButton = new CharacterButton(HumanState.THROW, buttonAtlas, "throw-up", "throw-down", "throw-down");
radioGroup = new ButtonGroup<CharacterButton>(
new CharacterButton(HumanState.MOVE_RUN, buttonAtlas, "run-up", "run-down", "run-down"),
new CharacterButton(HumanState.MOVE_WALK, buttonAtlas, "walk-up", "walk-down", "walk-down"),
new CharacterButton(HumanState.MOVE_CROUCH, buttonAtlas, "crouch-up", "crouch-down", "crouch-down"),
//new CharacterButton(CharacterState.MOVE_CRAWL, buttonAtlas, "crawl-up", "crawl-down", "crawl-down"),
new CharacterButton(HumanState.DEAD, buttonAtlas, "kill-up", "kill-down", "kill-down")
);
// Add whistle button and save the reference to the 1st cell
this.dogCell = add(whistleButton);
// Add radio buttons
for (CharacterButton btn : radioGroup.getButtons()) {
add(btn);
}
// Register this controller's interests
MessageManager.getInstance().addListeners(this,
Constants.MSG_GUI_CLEAR_DOG_BUTTON,
Constants.MSG_GUI_SET_DOG_BUTTON_TO_WHISTLE,
Constants.MSG_GUI_SET_DOG_BUTTON_TO_THROW);
}
示例3: OptionsDialog
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public OptionsDialog (Skin skin) {
super("Options", skin);
setPosition((Gdx.graphics.getWidth() * 0.5f) - (getWidth() * 0.5f), (Gdx.graphics.getHeight() * 0.5f)
- (getHeight() * 0.5f));
setMovable(false);
setModal(true);
graphicsOptions = new GraphicsOptions(skin);
audioOptions = new AudioOptions(skin);
tabButtonGroup = new ButtonGroup<TextButton>();
tabButtonGroup.setMaxCheckCount(1);
tabButtonGroup.setMinCheckCount(1);
tabButtonGroup.setChecked(graphicsOptions.getName());
tabTable = new Table();
addTab(graphicsOptions, skin);
addTab(audioOptions, skin);
setContent(graphicsOptions);
TextButton closeButton = new TextButton("Close", skin);
button(closeButton);
}
示例4: FormationPatternTable
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public FormationPatternTable (final Entity squad, Skin skin) {
this.skin = skin;
buttonGroup = new ButtonGroup<ImageButton>();
buttonGroup.setMaxCheckCount(1);
buttonGroup.setMinCheckCount(1);
for(int i = 0; i < FormationPatternType.values().length; i++){
final ImageButton button = createFormationButton(FormationPatternType.values()[i], skin);
button.addListener(new ChangeListener() {
@Override
public void changed (ChangeEvent event, Actor actor) {
if(button.isChecked()){
Components.SQUAD.get(squad).setFormationPattern((FormationPatternType) button.getUserObject());
}
}
});
add(button);
buttonGroup.add(button);
}
}
示例5: HEToolbox
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public HEToolbox() {
super(true);
ButtonGroup<Button> toolButtons = new ButtonGroup<>();
for (final ToolType type : ToolType.values()) {
Button button = new VisTextButton(type.toString(), "toggle");
button.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
if (((Button) actor).isChecked()) {
HelixEditor.getInstance().getToolbarState().setActiveTool(type);
}
}
});
toolButtons.add(button);
add(button).padBottom(-8);
row();
}
}
示例6: setup
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public static void setup(){
registerSerializer(Actor.class, new ActorSerializer());
registerSerializer(Scene.class, new SceneSerializer());
registerSerializer(ImageJson.class, new ImageJson());
registerSerializer(Label.class, new LabelSerializer());
registerSerializer(Button.class, new ButtonSerializer());
registerSerializer(TextButton.class, new TextButtonSerializer());
registerSerializer(Table.class, new TableSerializer());
registerSerializer(CheckBox.class, new CheckBoxSerializer());
registerSerializer(SelectBox.class, new SelectBoxSerializer());
registerSerializer(List.class, new ListSerializer());
registerSerializer(Slider.class, new SliderSerializer());
registerSerializer(TextField.class, new TextFieldSerializer());
registerSerializer(Touchpad.class, new TouchpadSerializer());
registerSerializer(Sprite.class, new SpriteSerializer());
registerSerializer(Dialog.class, new DialogSerializer());
registerSerializer(SplitPane.class, new SplitPaneSerializer());
registerSerializer(ScrollPane.class, new ScrollPaneSerializer());
registerSerializer(Stack.class, new StackSerializer());
registerSerializer(Tree.class, new TreeSerializer());
registerSerializer(Table.class, new TableSerializer());
registerSerializer(ButtonGroup.class, new ButtonGroupSerializer());
registerSerializer(HorizontalGroup.class, new HorizontalGroupSerializer());
registerSerializer(VerticalGroup.class, new VerticalGroupSerializer());
}
示例7: TabPanel
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public TabPanel(Skin skin) {
super(skin);
this.skin = skin;
buttonGroup = new ButtonGroup<Button>();
header = new HorizontalGroup();
body = new Container<Actor>();
tabs = new ArrayList<Tab>();
buttonGroup.setMaxCheckCount(1);
buttonGroup.setMinCheckCount(1);
buttonGroup.setUncheckLast(true);
header.wrap(true);
header.rowAlign(Align.left);
add(header).expandX().fillX().left();
row();
add(body).expand().fill();
body.fill();
}
示例8: ScopePanel
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public ScopePanel(Skin skin) {
super(skin);
this.skin = skin;
buttonGroup = new ButtonGroup<TextButton>();
hPanel = new HorizontalGroup();
hPanel.wrap(true);
hPanel.rowAlign(Align.left);
buttonGroup.setMaxCheckCount(1);
buttonGroup.setMinCheckCount(1);
buttonGroup.setUncheckLast(true);
hPanel.addActor(new Label("Scope: ", skin));
addButton(WORLD_SCOPE);
addButton(SCENE_SCOPE);
addButton(ACTOR_SCOPE);
add(hPanel).expandX().fillX().center();
buttonGroup.getButtons().get(2).setChecked(true);
}
示例9: ToolbarModule
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public ToolbarModule () {
toolsGroup = new ButtonGroup<>();
table = new VisTable(false);
table.defaults().pad(4, 0, 4, 3);
table.setBackground(VisUI.getSkin().getDrawable("button"));
table.add(new ToolbarButtonBuilder().icon(Icons.SAVE)
.text("Save (" + OsUtils.getShortcutFor(Keys.CONTROL_LEFT, Keys.S) + ")").eventToolbar(ToolbarEventType.FILE_SAVE)
.policy(ControllerPolicy.SAVABLE).build());
table.addSeparator(true);
table.add(new ToolbarButtonBuilder().icon(Icons.TOOL_MOVE).text("Select and move entities (F1)").eventTool(SelectionTool.TOOL_ID).build());
table.add(new ToolbarButtonBuilder().icon(Icons.TOOL_ROTATE).text("Rotate entities (F2)").eventTool(RotateTool.TOOL_ID).build());
table.add(new ToolbarButtonBuilder().icon(Icons.TOOL_SCALE).text("Scale entities (F3)").eventTool(ScaleTool.TOOL_ID).build());
table.add(new ToolbarButtonBuilder().icon(Icons.POLYGON).text("Edit polygons (F4)").eventTool(PolygonTool.TOOL_ID).build());
table.addSeparator(true);
table.add(new ToolbarButtonBuilder().icon(Icons.SETTINGS_VIEW).text("Enable grid snapping (%)").eventToolbar(ToolbarEventType.GRID_SNAP_SETTING_CHANGED).toggle().build());
table.add().expand().fill();
savableScope.forEach(button -> button.setDisabled(true));
sceneScope.forEach(button -> button.setDisabled(true));
}
示例10: createToggleBtn
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
private void createToggleBtn() {
btnGroup = new ButtonGroup<>();
VisTextButton.VisTextButtonStyle buttonStyle = VisUI.getSkin().get("toggle", VisTextButton.VisTextButtonStyle.class);
buttonStyle.font = style.toggleButtonFont;
buttonStyle.fontColor = style.toggleButtonFontColor;
tglBtnPreset = new CharSequenceButton(Translation.get("preset"), buttonStyle);
tglBtnSet = new CharSequenceButton(Translation.get("setting"), buttonStyle);
tglBtnCategory = new CharSequenceButton(Translation.get("category"), buttonStyle);
tglBtnText = new CharSequenceButton(Translation.get("text"), buttonStyle);
tglBtnPreset.addListener(tglListener);
tglBtnSet.addListener(tglListener);
tglBtnCategory.addListener(tglListener);
tglBtnText.addListener(tglListener);
btnGroup.add(tglBtnPreset);
btnGroup.add(tglBtnSet);
btnGroup.add(tglBtnCategory);
btnGroup.add(tglBtnText);
Table tglTbl = new Table();
tglTbl.defaults().space(CB.scaledSizes.MARGIN / 4);
tglTbl.add(tglBtnPreset).expandX().fillX();
tglTbl.add(tglBtnSet).expandX().fillX();
//ISSUE (#167 implement Filter for Category)
// tglTbl.add(tglBtnCategory).expandX().fillX();
//ISSUE (#168 implement Filter for Text(CacheName/GcCode/OwnerName))
// tglTbl.add(tglBtnText).expandX().fillX();
this.add(tglTbl).width(new Value.Fixed(Gdx.graphics.getWidth() - CB.scaledSizes.MARGINx2));
}
示例11: createToggleBtn
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
private void createToggleBtn() {
btnGroup = new ButtonGroup<VisTextButton>();
tglBtnDec = new VisTextButton("Dec", "toggle");
tglBtnMin = new VisTextButton("Min", "toggle");
tglBtnSec = new VisTextButton("Sec", "toggle");
tglBtnUtm = new VisTextButton("UTM", "toggle");
tglBtnDec.addListener(tglListener);
tglBtnMin.addListener(tglListener);
tglBtnSec.addListener(tglListener);
tglBtnUtm.addListener(tglListener);
btnGroup.add(tglBtnDec);
btnGroup.add(tglBtnMin);
btnGroup.add(tglBtnSec);
btnGroup.add(tglBtnUtm);
Table tglTbl = new Table();
tglTbl.defaults().space(CB.scaledSizes.MARGIN / 4);
float btnWidth = (Gdx.graphics.getWidth() - CB.scaledSizes.MARGIN * 3) / 4;
tglTbl.add(tglBtnDec).width(new Value.Fixed(btnWidth));
tglTbl.add(tglBtnMin).width(new Value.Fixed(btnWidth));
tglTbl.add(tglBtnSec).width(new Value.Fixed(btnWidth));
tglTbl.add(tglBtnUtm).width(new Value.Fixed(btnWidth));
this.add(tglTbl).top().width(new Value.Fixed(Gdx.graphics.getWidth() - CB.scaledSizes.MARGINx2));
}
示例12: buildTabs
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
private Actor buildTabs() {
Table tabs = new Table();
activeQuestsButton = new TextButtonWithSound(Strings.getString(UIManager.STRING_TABLE, "activeQuestsButton"), style.tabHeadingStyle);
activeQuestsButton.padLeft(style.textPaddingLeft).padRight(style.textPaddingRight);
completedQuestsButton = new TextButtonWithSound(Strings.getString(UIManager.STRING_TABLE, "completedQuestsButton"), style.tabHeadingStyle);
completedQuestsButton.padLeft(style.textPaddingLeft).padRight(style.textPaddingRight);
ButtonGroup<TextButtonWithSound> group = new ButtonGroup<TextButtonWithSound>(activeQuestsButton, completedQuestsButton);
group.setUncheckLast(true);
group.setMaxCheckCount(1);
tabs.add(activeQuestsButton);
tabs.add().prefWidth(style.tabSpacing).fill();
tabs.add(completedQuestsButton);
tabs.add().expand();
return tabs;
}
示例13: reloadQuests
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
private void reloadQuests(Array<Quest> questsToLoad) {
questList.clear();
questName.setText("");
questDescription.setText("");
ButtonGroup<TextButtonWithSound> group = new ButtonGroup<TextButtonWithSound>();
group.setUncheckLast(true);
group.setMaxCheckCount(1);
for (final Quest quest : questsToLoad) {
final TextButtonWithSound questButton = new TextButtonWithSound(quest.getName(), style.questNameStyle);
questButton.padLeft(style.textPaddingLeft).padRight(style.textPaddingRight);
questButton.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
if (questButton.isChecked()) {
questName.setText(quest.getName());
questDescription.setText(quest.getStory());
descriptionScollPane.layout();
descriptionScollPane.setScrollY(descriptionScollPane.getMaxY());
}
}});
group.add(questButton);
questButton.getLabel().setWrap(true);
questButton.getLabel().setAlignment(Align.left);
questList.add(questButton).fill().prefWidth(style.questListWidth-style.textPaddingLeft-style.textPaddingRight).left();
questList.row();
}
if (questsToLoad.size == 0) {
TextButtonWithSound button = new TextButtonWithSound(Strings.getString(UIManager.STRING_TABLE, "noQuests"), style.questNameStyle);
button.padLeft(style.textPaddingLeft).padRight(style.textPaddingRight);
button.getLabel().setWrap(true);
button.getLabel().setAlignment(Align.left);
button.setDisabled(true);
group.setMaxCheckCount(0);
group.setMinCheckCount(0);
group.add(button);
questList.add(button).prefWidth(style.questListWidth-style.textPaddingLeft-style.textPaddingRight).fill().left();
questList.row();
}
}
示例14: RadioButtonGroup
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
public RadioButtonGroup() {
super();
buttonGroup = new ButtonGroup<>();
buttonGroup.setMaxCheckCount(1);
buttonGroup.setMinCheckCount(1);
pad(5);
}
示例15: initializeButtons
import com.badlogic.gdx.scenes.scene2d.ui.ButtonGroup; //导入依赖的package包/类
/**
*
*/
public void initializeButtons() {
group = new ButtonGroup();
Tooltips.TooltipStyle styleTooltip = new Tooltips.TooltipStyle(game.skin.getFont("default-font"), game.skin.getDrawable("default-round"), game.skin.getColor("white"));
String[] widgets = SkinEditorGame.widgets;
for (String widget : widgets) {
ImageButtonStyle style = new ImageButtonStyle();
style.checked = game.skin.getDrawable("default-round-down");
style.down = game.skin.getDrawable("default-round-down");
style.up = game.skin.getDrawable("default-round");
style.imageUp = game.skin.getDrawable("widgets/" + widget);
ImageButton button = new ImageButton(style);
button.setUserObject(widget);
Tooltips tooltip = new Tooltips(styleTooltip, getStage());
tooltip.registerTooltip(button, (String) button.getUserObject());
button.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
game.screenMain.panePreview.refresh();
game.screenMain.paneOptions.refresh();
}
});
group.add(button);
add(button).pad(5);
}
}