本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle类的典型用法代码示例。如果您正苦于以下问题:Java LabelStyle类的具体用法?Java LabelStyle怎么用?Java LabelStyle使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
LabelStyle类属于com.badlogic.gdx.scenes.scene2d.ui.Label包,在下文中一共展示了LabelStyle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: ScrollInventoryActor
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
public ScrollInventoryActor(Inventory inventory, int slots) {
defaults().space(4f);
add(new Label(inventory.getDisplayName(), new LabelStyle(Fonts.hud, Color.WHITE)));
row();
inner = new Table();
inner.defaults().space(4f);
for (int i = 0; i < inventory.itemStacks.length; i++) {
SlotActor slotActor = new SlotActor(inventory, i);
inner.add(slotActor);
if ((i + 1) % inventory.width == 0) {
inner.row();
}
}
inner.pack();
scrollPane = new ScrollPane(inner);
scrollPane.setScrollingDisabled(true, false);
add(scrollPane).height(slots * CALIBRATION_PER_ROW).fill();
row();
pack();
}
示例2: InventoryActor
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
public InventoryActor(Inventory inventory) {
defaults().space(4f);
add(new Label(inventory.getDisplayName(), new LabelStyle(Fonts.hud, Color.WHITE))).colspan(inventory.width);
row();
SlotActor slotActor;
for (int i = 0; i < inventory.itemStacks.length; i++) {
slotActor = new SlotActor(inventory, i);
add(slotActor);
if ((i + 1) % inventory.width == 0) {
row();
}
}
pack();
}
示例3: ScrollInventoryActor
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
public ScrollInventoryActor(Inventory inventory, int slots) {
defaults().space(4f);
add(new Label(inventory.getDisplayName(), new LabelStyle(Fonts.hud, Color.WHITE)));
row();
inner = new Table();
inner.defaults().space(4f);
for (int i = 0; i < inventory.itemStacks.length; i++) {
SlotActor slotActor = new SlotActor(inventory, i);
inner.add(slotActor);
if ((i + 1) % inventory.width == 0) {
inner.row();
}
}
inner.pack();
scrollPane = new ScrollPane(inner);
scrollPane.setScrollingDisabled(true, false);
add(scrollPane).height(slots * CALIBRATION_PER_ROW).fill();
row();
pack();
}
示例4: InventoryActor
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
public InventoryActor(Inventory inventory) {
defaults().space(4f);
add(new Label(inventory.getDisplayName(), new LabelStyle(Fonts.hud, Color.WHITE))).colspan(inventory.width);
row();
for (int i = 0; i < inventory.itemStacks.length; i++) {
SlotActor slotActor = new SlotActor(inventory, i);
add(slotActor);
if ((i + 1) % inventory.width == 0) {
row();
}
}
pack();
}
示例5: createInfoLabel
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
private void createInfoLabel() {
infoBackground = new Image();
TextureRegionDrawable image =
new TextureRegionDrawable(AssetManager.getInstance().getTextureRegion("default"));
infoBackground.setDrawable(image.tint(new Color(0, 0, 0, 0.6f)));
infoBackground.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getWidth() / 20);
stage.addActor(infoBackground);
infoLabel = new Label("", skin);
FreeTypeFontParameter fontParameter = new FreeTypeFontParameter();
fontParameter.size = Gdx.graphics.getWidth() / 30;
LabelStyle style = new LabelStyle();
style.font = fontGenerator.generateFont(fontParameter);
style.fontColor = Color.WHITE;
infoLabel.setStyle(style);
infoLabel.setWidth(Gdx.graphics.getWidth());
stage.addActor(infoLabel);
}
示例6: stylePropertyChanged
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
@Override
public void stylePropertyChanged(StyleProperty styleProperty,
Actor styleActor) {
if (styleProperty.type == Drawable.class) {
dialogFactory.showDialogDrawables(styleProperty);
} else if (styleProperty.type == Color.class) {
dialogFactory.showDialogColors(styleProperty);
} else if (styleProperty.type == BitmapFont.class) {
dialogFactory.showDialogFonts(styleProperty);
} else if (styleProperty.type == Float.TYPE) {
main.getUndoableManager().addUndoable(new UndoableManager.DoubleUndoable(main, styleProperty, ((Spinner) styleActor).getValue()), false);
} else if (styleProperty.type == ScrollPaneStyle.class) {
main.getUndoableManager().addUndoable(new UndoableManager.SelectBoxUndoable(root, styleProperty, (SelectBox) styleActor), true);
} else if (styleProperty.type == LabelStyle.class) {
main.getUndoableManager().addUndoable(new UndoableManager.SelectBoxUndoable(root, styleProperty, (SelectBox) styleActor), true);
} else if (styleProperty.type == ListStyle.class) {
main.getUndoableManager().addUndoable(new UndoableManager.SelectBoxUndoable(root, styleProperty, (SelectBox) styleActor), true);
}
}
示例7: showTooltip
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
public void showTooltip(Actor actor) {
Vector2 v = new Vector2();
actor.localToStageCoordinates(v);
if (tooltip == null) {
LabelStyle style = new LabelStyle();
style.font = tooltipStyle.font;
style.background = tooltipStyle.background;
style.fontColor = tooltipStyle.fontColor;
tooltip = new Label(tooltips.get(actor), style);
tooltip.setStyle(style);
tooltip.pack();
tooltip.setPosition(v.x + 7.5f, v.y - tooltip.getPrefHeight() - 15);
tooltip.setOriginY(tooltip.getPrefHeight());
tooltip.setColor(1, 1, 1, 0);
tooltip.setScale(1, 0);
tooltip.addAction(parallel(fadeIn(0.15f), scaleTo(1, 1, 0.15f)));
} else {
tooltip.setText(tooltips.get(actor));
tooltip.pack();
tooltip.setPosition(v.x + 7.5f, v.y - tooltip.getPrefHeight() - 15);
}
stage.addActor(tooltip);
}
示例8: addLine
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
/**
* Adds a new line of text to the tooltip.
*
* This will create a new label, add it as new row
* to the tooltip and then return it.
*
* The created label will use the supplied style.
*
* If the supplied text is empty or null, this will return null;
*
* @param newText
* @return
*/
public Label addLine(CharSequence newText, LabelStyle style) {
if (newText == null || newText.length() < 1) {
return null;
}
Label label = newLabel(newText, style);
Cell<?> cell = add(label).prefWidth(this.style.width).fill().align(Align.left).padLeft(this.style.padLeft).padRight(this.style.padRight).padTop(getRows() == 0 ? this.style.padTop : 0).padBottom(this.style.padBottom);
row();
if (getRows() > 1) {
getCells().get(getRows()-2).padBottom(0);
}
pack();
cell.width(label.getGlyphLayout().width);
invalidateHierarchy();
this.pack();
return label;
}
示例9: init
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
public void init(){
stage = new Stage(new ScreenViewport());
Gdx.input.setInputProcessor(stage);
mainTable = new Table();
mainTable.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
stage.addActor(mainTable);
font = new BitmapFont(Gdx.files.internal("font2.fnt"));
blueTextButtonStyle = new TextButtonStyle();
blueTextButtonStyle.up = TextureUtils.createDrawable(new Color(52f / 255f, 73f / 255f, 94f / 255f, 1.0f), 300, 75);
blueTextButtonStyle.down = TextureUtils.createDrawable(new Color(44f / 255f, 62f / 255f, 80f / 255f, 1.0f), 300, 75);
blueTextButtonStyle.over = TextureUtils.createDrawable(new Color(60f / 255f, 84f / 255f, 108f / 255f, 1.0f), 300, 75);
blueTextButtonStyle.font = font;
blueTextButtonStyle.fontColor = Color.BLACK;
labelStyle = new LabelStyle();
labelStyle.background = blueTextButtonStyle.up;
labelStyle.font = font;
labelStyle.fontColor = Color.WHITE;
}
示例10: show
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
@Override
public void show() {
//��ʼ
float width = 800;
float height = 480;
//��̨
stage = new Stage(width, height,true);
//��Դ
AssetManager manager = HjGame.getManager();
HjGame.load(manager);
//����
bitmapFont = new BitmapFont();
style = new LabelStyle(bitmapFont, bitmapFont.getColor());
loadLabel=new Label("loading... 0%", style);
loadLabel.setPosition(width/2-loadLabel.getWidth()/2, height/3);
Image imageBg = new Image(new Texture(Gdx.files.internal("data/loading.png")));
imageBg.setPosition(width/2-imageBg.getWidth()/2, height/2-imageBg.getHeight()/2);
stage.addActor(imageBg);
stage.addActor(loadLabel);
Gdx.input.setInputProcessor(stage);
}
示例11: addTimer
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
/**
* Ajoute un timer à l'interface.
*
* @param aTimer Le Timer à utiliser
*/
public void addTimer(final Timer aTimer) {
LabelStyle timerStyle = new LabelStyle();
timerStyle.font = skin.getFont("timer");
timerStyle.background = skin.getDrawable("frame_left");
skin.add("timer", timerStyle);
aTimer.addObserver(this);
timerColorAction = new ColorAction();
timerColorAction.setEndColor(Color.WHITE);
timerColorAction.setDuration(0.5f);
timerLabel = new Label(aTimer.toString(), skin, "timer");
timerContainer.setActor(timerLabel);
timerContainer.height(48);
}
示例12: addItems
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
/**
* Ajoute des items actifs à l'interface.
*/
public void addItems() {
skin.add("itemCounter", new LabelStyle(skin.getFont("itemCounter"), null));
activeItems = new HashMap<Sprite, Integer>();
itemsGroup = new Table();
itemsGroup.addAction(new Action() {
@Override
public boolean act(float delta) {
itemsGroup.clearChildren();
for (Map.Entry<Sprite, Integer> entry : activeItems.entrySet()) {
itemImage = new Image(entry.getKey());
itemsGroup.add(itemImage).padRight(Gdx.graphics.getWidth() / 50);
itemCounter = new Label(entry.getValue().toString(), skin, "itemCounter");
itemsGroup.add(itemCounter).padRight(Gdx.graphics.getWidth() / 15);
}
return false;
}
});
itemsContainer.setActor(itemsGroup);
}
示例13: MenuPrincipal
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
public MenuPrincipal(OdysseeDesMaths jeu) {
this.jeu = jeu;
this.currentState = State.NORMAL;
this.viewport = new StretchViewport(WIDTH, HEIGHT);
this.stage = new Stage(viewport);
this.tableau = new Table();
this.skin = new Skin();
this.skin.addRegions(Assets.getManager().get(Assets.UI_MAIN, TextureAtlas.class));
this.skin.addRegions(Assets.getManager().get(Assets.UI_ORANGE, TextureAtlas.class));
this.skin.add("background", Assets.getManager().get(Assets.MAIN_MENU_BACKGROUND, Texture.class));
//propriétés relatives à la police
this.ftfp = new FreeTypeFontParameter();
this.menuFont = new BitmapFont();
this.fontButton = new BitmapFont();
this.playButtonStyle = new TextButtonStyle();
this.gameTitleStyle = new LabelStyle();
this.audioButtons = new AudioButtons();
this.createUI();
}
示例14: addOption
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
/**
* adds an option to the menu page. Each menu page must have at least one option.
* An option can either be enabled or disabled.
* <br><br>
* If it is disabled then it will be ignored for the {@link GameMenu#increaseSelection()} and {@link GameMenu#decreaseSelection()} calls and for the
* {@link #getInitialOptionIndex()} method.
*
* @param label text of the option
* @param enabled <b>true</b> to enable the option. <b>false</b> to disable the option and to
* exclude it from the increase-/decreaseSelection() and getInitialOptioinIndex() calls
* @param style LabelStyle of the option taken from the skin
* @param padTop top padding of the option
* @param padRight right padding of the option
* @param padBottom bottom padding of the option
* @param padLeft left padding of the option
*/
public void addOption(String label, boolean enabled, LabelStyle style, int padTop, int padRight, int padBottom, int padLeft) {
if (options == null) {
// no options defined yet
// --> initialize options and optionEnabled arrays
options = new Array<Label>();
optionEnabled = new Array<Boolean>();
}
// create a new label with the specified text and style
Label lbl = null;
if (style == null) {
lbl = new Label(label, skin.get("default", LabelStyle.class));
} else {
lbl = new Label(label, style);
}
// add the new label to the options and optionEnabled arrays
options.add(lbl);
optionEnabled.add(enabled);
// add the new option to the table instance with the specified padding
// and also make a call to the row() method to finish one row of the table.
// This means that only one label is displayed per row
table.add(lbl).pad(padTop, padLeft, padBottom, padRight).row();
}
示例15: initialize
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; //导入依赖的package包/类
@Override
public void initialize() {
currentMode = Integer.parseInt(GameUtils.getCfgPreferenceValue(GameConstants.PREFERENCE_KEY_WIDTH));
availableResolutions43 = new TreeMap<Integer, Integer>();
availableResolutions43.put(currentMode, Integer.parseInt(GameUtils.getCfgPreferenceValue(GameConstants.PREFERENCE_KEY_HEIGHT)));
DisplayMode[] displayModes = Gdx.graphics.getDisplayModes();
// store all remaining 4:3 resolutions
final double aspect43 = 4.0 / 3.0;
for (DisplayMode mode : displayModes) {
// get current game resolution mode
double aspect = 1.0 * mode.width / mode.height;
if (aspect == aspect43 && !availableResolutions43.containsKey(mode.width)) {
availableResolutions43.put(mode.width, mode.height);
}
}
boolean fullscreen = Boolean.parseBoolean(GameUtils.getCfgPreferenceValue(GameConstants.PREFERENCE_KEY_FULLSCREEN));
addOption(GameUtils.getLocalizedLabel("MainMenu.option.settings.video.fullscreen"), true, MegamanConstants.MENU_OFFSET_TOP, 0, 0, 0);
addOption("" + fullscreen, false, skin.get("menu_suboption", LabelStyle.class), 0, 0, MegamanConstants.MENU_PADDING_BETWEEN_OPTIONS / 2, 0);
addOption(GameUtils.getLocalizedLabel("MainMenu.option.settings.video.windowSize"), !fullscreen, !fullscreen ? skin.get("default", LabelStyle.class) : skin.get("menu_option_disabled", LabelStyle.class), 0, 0, 0, 0);
addOption("" + currentMode + " x " + availableResolutions43.get(currentMode), false, skin.get("menu_suboption", LabelStyle.class), 0, 0, MegamanConstants.MENU_PADDING_BETWEEN_OPTIONS / 2, 0);
addOption(GameUtils.getLocalizedLabel("MainMenu.option.back"), true, 0, 0, 0, 0);
}