本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.Table类的典型用法代码示例。如果您正苦于以下问题:Java Table类的具体用法?Java Table怎么用?Java Table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。
Table类属于com.badlogic.gdx.scenes.scene2d.ui包,在下文中一共展示了Table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: ObjectEditor
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
public ObjectEditor(Scene scene, String objectName) {
this.scene = scene;
top = new Table();
top.add(new VisLabel(objectName)).expandX().pad(0, 20, 0, 20);
VisTextButton deleteObject = new VisTextButton("Delete");
deleteObject.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
hasDeleteBeenPressed = true;
delete();
}
});
top.add(deleteObject).pad(0, 20, 0, 20);
add(top).padTop(80).colspan(4).row();
bottom = new Table();
}
示例2: initialize
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
@Override
protected void initialize() {
Table topButtonBar = new Table();
topButtonBar.setFillParent(true);
VisTextButton showEditorButton = new VisTextButton("Show Editor");
showEditorButton.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
showEditorClicked();
}
});
topButtonBar.top().left().add(showEditorButton).pad(7);
Table bottomButtonBar = new Table();
bottomButtonBar.setFillParent(true);
stage.addActor(topButtonBar);
}
示例3: setupRedDiceOption
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
private Table setupRedDiceOption(int diceNumber) {
Table redDiceOption = new Table();
redDiceOption.setBackground(redBackground);
redDiceOption.add(new Label("" + diceNumber, CatanGame.skin));
redDiceOption.setTouchable(Touchable.enabled);
redDiceOption.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
if (chosenRedDice == diceNumber) {
System.out.println("discard choice of " + diceNumber);
chosenRedDice = 0;
enableAllTouchablesRed();
} else {
System.out.println("choose " + diceNumber);
chosenRedDice = diceNumber;
disableAllTouchablesRed();
redDiceOption.setTouchable(Touchable.enabled);
redDiceOption.setBackground(redBackground);
}
}
});
return redDiceOption;
}
示例4: setupYellowDiceOption
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
private Table setupYellowDiceOption(int diceNumber) {
Table yellowDiceOption = new Table();
yellowDiceOption.setBackground(yellowBackground);
yellowDiceOption.add(new Label("" + diceNumber, CatanGame.skin));
yellowDiceOption.setTouchable(Touchable.enabled);
yellowDiceOption.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
if (chosenYellowDice == diceNumber) {
System.out.println("discard choice of " + diceNumber);
chosenYellowDice = 0;
enableAllTouchablesYellow();
} else {
System.out.println("choose " + diceNumber);
chosenYellowDice = diceNumber;
disableAllTouchablesYellow();
yellowDiceOption.setTouchable(Touchable.enabled);
yellowDiceOption.setBackground(yellowBackground);
}
}
});
return yellowDiceOption;
}
示例5: createSkins
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
/**
* Function used to create the Skins' Buttons and Labels and associate them to a given table, organized.
* It also adds Listeners to the Skins' Buttons.
*
* @param table Table where the Skins' Labels and Buttons will be organized.
*/
private void createSkins(Table table) {
for (int i = 0; i < game.getNumSkins(); ++i) {
//Adding Buttons and Labels to the Arrays
skinButtons.add(new Button(new TextureRegionDrawable(new TextureRegion(game.getAssetManager().get("big_skins/skin" + (i < 10 ? "0" : "") + i + ".png", Texture.class)))));
skinLabels.add(new Label("Current", skin1));
final int j = i; //Needed for Listener initialization
skinButtons.get(i).addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
setCurrentLabel(j);
}
});
table.add(skinButtons.get(i)).size(BUTTON_SIZE, BUTTON_SIZE).pad(IMAGE_EDGE);
}
table.row();
for (int i = 0; i < game.getNumSkins(); ++i)
table.add(skinLabels.get(i));
initializeCurrentSkin();
}
示例6: show
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
/**
* {@inheritDoc}
*/
@Override
public void show() {
super.show();
//Table containing all the possibles Ball appearances
Table skins = new Table();
//Table containing the screen elements that shall not move with the scroller
Table staticElements = new Table();
staticElements.setFillParent(true);
createSkins(skins);
createStaticElements(staticElements, skins);
stage.addActor(staticElements);
Gdx.input.setInputProcessor(stage);
}
示例7: initHUD
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
/**
* Function used to initialize all the elements of the HUD and add the respective Listeners.
*/
private void initHUD() {
Table hudTable = new Table();
hudTable.setFillParent(true);
Button pauseButton = new Button(new TextureRegionDrawable(
new TextureRegion(game.getAssetManager().get("pause.png", Texture.class))));
scoreText = new Label("0:00", skin);
scoreText.setFontScale(FONT_SCALE, FONT_SCALE);
pauseButton.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
model.togglePause();
}
});
hudTable.top();
hudTable.add(scoreText).size(HUD_ELEMENTS_SIZE, HUD_ELEMENTS_SIZE).expandX()
.left().fill().padLeft(HORIZONTAL_PAD).padTop(VERTICAL_PAD);
hudTable.add(pauseButton).size(HUD_ELEMENTS_SIZE, HUD_ELEMENTS_SIZE).fill()
.padRight(HORIZONTAL_PAD).padTop(VERTICAL_PAD);
this.addActor(hudTable);
}
示例8: createAchievementButton
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
/**
* Adds the Achievements Button to the Networking Menu.
*
* @param table The table to where the Achievements button will be added.
*/
private void createAchievementButton(Table table) {
TextButton achievementsButton = new TextButton("Achievements", skin1);
achievementsButton.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
gameServices.showAchievements();
}
});
table.add(achievementsButton).size(BUTTON_WIDTH, DEFAULT_BUTTON_SIZE).pad(BUTTON_EDGE).row();
}
示例9: createSignInBtn
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
/**
* Adds the Sign In / Sign Out Button to the Networking Menu.
*
* @param table The table to where the button will be added.
*/
private void createSignInBtn(Table table) {
final TextButton signInButton = new TextButton(
gameServices.isSignedIn() ? "Sign Out" : "Sign In!", skin1);
signInButton.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
if (gameServices.isSignedIn()) {
gameServices.signOut();
signInButton.setText("Sign In!");
} else {
gameServices.signIn();
signInButton.setText("Sign Out");
}
}
});
table.add(signInButton).size(BUTTON_WIDTH, DEFAULT_BUTTON_SIZE).pad(BUTTON_EDGE).row();
}
示例10: createLevelButtons
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
/**
* Function used to create the Level Buttons and associate them to a given table, organized.
* It also adds Listeners to the Level buttons.
*
* @param table Table where the Level Buttons will be organized.
*/
private void createLevelButtons(Table table) {
for (int i = 1; i <= game.getNumMaps(); ++i) {
levelButtons.add(new TextButton(String.valueOf(i), skin2));
table.add(levelButtons.get(i - 1)).size(BUTTON_SIDE, BUTTON_SIDE).pad(BUTTON_EDGE);
//Adding the button's listener
final int j = (i - 1);
addLevelListener(j);
if ((i % BUTTONS_PER_LINE) == 0)
table.row();
}
}
示例11: MessageWindow
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
public MessageWindow(String message, BitmapFont font, float width, float height) {
setTouchable(Touchable.enabled);
setBounds(width / 2 - width / 4, height / 2 - height / 10, width / 2, height / 5);
texture = new Texture("theme/basic/ui/Window.png");
this.message = message;
table = new Table();
table.setSize(getWidth(), getHeight());
table.align(Align.center | Align.top);
table.setPosition(getX(), getY());
Label label = new Label(message, new Label.LabelStyle(font, Color.BLACK));
label.setWrap(true);
label.setFontScale(0.7f);
Label label2 = new Label("Tap to continue", new Label.LabelStyle(font, Color.BLACK));
label2.setFontScale(0.6f);
table.add(label).width(getWidth());
table.row();
table.add(label2).width(getWidth()).expandY();
table.pad(0, 30, 0, 30);
}
示例12: ScrollInventoryActor
import com.badlogic.gdx.scenes.scene2d.ui.Table; //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13: addchatlocation
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
public void addchatlocation(){
grchatlocation = new VerticalGroup();
SimpleDateFormat sdf = new SimpleDateFormat("yyyy/MM/dd/HH:mm:ss");
try {
grchatlocation.addActor(addComment(sdf.parse("2016/5/17/13:34:23"),"adrian", Color.RED,"Welcome Chat!"));
grchatlocation.addActor(addComment(sdf.parse("2016/5/17/13:34:23"),"adrian", Color.GREEN,"Location!"));
grchatlocation.addActor(labelTest);
} catch (ParseException e) {
e.printStackTrace();
Gdx.app.log("eroare","intra");
}
scrollchatpublic = new ScrollPane(grchatlocation);
scrollchatpublic.layout();
scrollchatpublic.setScrollingDisabled(true, false);
scrollchatpublic.setFillParent(true);
scrollchatpublic.setLayoutEnabled(true);
tablechatpublic = new Table();
tablechatpublic.setFillParent(false);
tablechatpublic.add(scrollchatpublic).fill().expand();
tablechatpublic.setBounds(WIDTH *0.05f,background1.getY(), WIDTH*0.9f,background1.getHeight() * 1.05f);
groupbotttom.addActor(tablechatpublic);
scrollchatpublic.setScrollPercentY(100);
scrollchatpublic.act(Gdx.graphics.getDeltaTime());
scrollchatpublic.updateVisualScroll();
}
示例14: AddWindowButton
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
private void AddWindowButton(final UIElement window, String buttonText, Skin skin, Table table)
{
final TextButton btn = new TextButton(buttonText, skin);
btn.addListener(new ChangeListener()
{
@Override
public void changed(ChangeEvent event, Actor actor)
{
if (window.isShowing())
window.hide();
else
window.show();
}
});
table.add(btn);
table.row();
}
示例15: ShopBuyingDialog
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入依赖的package包/类
public ShopBuyingDialog(ShopItem item, UserInterface linkedInterface, PacketsSender packetsSender, long shopId)
{
super(DialogUtils.humanReadableFromItemIdentifier(item.getItem().getIdentifier()), linkedInterface.getDialogs(),
item.getItem().getId());
this.item = item;
totalPrice = new StringValueLabel<>("Total: ", getSkin(), item.getPrice());
Texture texture = item.getItem().getTexture();
Image image = new Image(texture);
Table upperContainer = new Table();
upperContainer.add(image).width(32).height(32).padRight(43);
upperContainer.add(numberOfItemsField).width(40).align(Align.right);
this.getContentTable().add(upperContainer).align(Align.left);
this.getContentTable().row();
this.getContentTable().add(totalPrice);
this.getContentTable().row();
Button buyButton = ButtonCreator.createTextButton("Buy", () -> tryToBuyAction(packetsSender, shopId, linkedInterface));
this.getContentTable().add(buyButton);
pack();
DialogUtils.centerPosition(this);
}