本文整理匯總了Java中com.badlogic.gdx.scenes.scene2d.ui.List.setItems方法的典型用法代碼示例。如果您正苦於以下問題:Java List.setItems方法的具體用法?Java List.setItems怎麽用?Java List.setItems使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類com.badlogic.gdx.scenes.scene2d.ui.List
的用法示例。
在下文中一共展示了List.setItems方法的12個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: addElementsInList
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
private void addElementsInList(Element element, List list) {
Array<String> items = new Array<String>();
int childCount = element.getChildCount();
for (int x = 0; x < childCount; x++) {
Element child = element.getChild(x);
if (!child.getName().equalsIgnoreCase("list-element"))
continue;
// Gdx.app.log("JXmlUi", "addListElement");
String text = child.getAttribute("text");
items.add(text);
}
list.setItems(items);
}
示例2: createTestList
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
private List<String> createTestList (final int engineIndex) {
// Create test names
int numTests = tests[engineIndex].length;
String[] testNames = new String[numTests];
for (int i = 0; i < numTests; i++) {
testNames[i] = tests[engineIndex][i].testName;
}
final List<String> testList = new List<String>(skin);
testList.setItems(testNames);
testList.addListener(new ClickListener() {
@Override
public void clicked (InputEvent event, float x, float y) {
if (!testSelectionWindow.isCollapsed() && getTapCount() == 2) {
changeTest(engineIndex, testList.getSelectedIndex());
testSelectionWindow.collapse();
}
}
});
return testList;
}
示例3: createTestList
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
private List<String> createTestList () {
// Create behavior names
int numTests = tests.length;
String[] testNames = new String[numTests];
for (int i = 0; i < numTests; i++) {
testNames[i] = tests[i].getName();
}
final List<String> testList = new List<String>(skin);
testList.setItems(testNames);
testList.addListener(new ClickListener() {
@Override
public void clicked (InputEvent event, float x, float y) {
changeTest(testList.getSelectedIndex());
}
});
return testList;
}
示例4: createTestList
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
private List<String> createTestList () {
// Create behavior names
int numBehaviors = tests.length;
String[] algorithmNames = new String[numBehaviors];
for (int i = 0; i < numBehaviors; i++) {
algorithmNames[i] = tests[i].testName;
}
final List<String> algorithmList = new List<String>(skin);
algorithmList.setItems(algorithmNames);
algorithmList.addListener(new ClickListener() {
@Override
public void clicked (InputEvent event, float x, float y) {
if (!algorithmSelectionWindow.isCollapsed() && getTapCount() == 2) {
changeTest(algorithmList.getSelectedIndex());
algorithmSelectionWindow.collapse();
}
}
});
return algorithmList;
}
示例5: createTestList
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
private List<String> createTestList () {
// Create behavior names
int numTests = tests.length;
String[] testNames = new String[numTests];
for (int i = 0; i < numTests; i++) {
testNames[i] = tests[i].testName;
}
final List<String> testList = new List<String>(skin);
testList.setItems(testNames);
testList.addListener(new ClickListener() {
@Override
public void clicked (InputEvent event, float x, float y) {
if (!testSelectionWindow.isCollapsed() && getTapCount() == 2) {
changeTest(testList.getSelectedIndex());
testSelectionWindow.collapse();
}
}
});
return testList;
}
示例6: NewGameTable
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
/**
* Expands on button click to give the player the option to choose their
* color, and start a new game as the chosen color.
*
* @param skin
* @param core
* the foundation of the game, contains a function to revert the
* game to the launch state
*/
NewGameTable(Skin skin, final GameCore core) {
String[] colors = new String[] { " white", " black" };
TextButton newGame = new TextButton("New Game", skin, MenuSkin.IB_NEW);
Label mColorLabel = new Label("Color:", skin, MenuSkin.LB_LARGE);
final List<String> mColor = new List<String>(skin, MenuSkin.LS_COLOR_CHOOSER);
TextButton mStartGame = new TextButton("Start", skin);
mColorLabel.setAlignment(Align.center);
mColor.setItems(colors);
mStartGame.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
if (mColor.getSelectedIndex() == 0) {
core.newGame(true);
} else {
core.newGame(false);
}
}
});
int screenWidth = Gdx.graphics.getWidth();
int screenHeight = Gdx.graphics.getHeight();
add(newGame).colspan(2).width((screenHeight / 3) * 0.9f);
row().fill();
add(mColorLabel).fill();
add(mColor).fill();
row();
add(mStartGame).colspan(2).width((screenHeight / 3) * 0.9f);
pack();
setPosition(screenWidth + ((screenHeight / 3) * 0.05f), screenHeight - getHeight() - (getHeight() * 0.1f));
}
示例7: OpenGameDialogActor
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
public OpenGameDialogActor(Skin skin, final TeacherGame game, TextButton thisButton) {
super(skin, game, thisButton);
actionButton = new TextButton("Close Game", skin, "textButtonLargeRed");
Label nameLabel = new Label("Game name: " + game.getName(), skin);
Label passwordLabel = new Label("Password: " + game.getPassword(), skin);
Table tasksBoxTable = new Table(skin);
ScrollWindow tasksBoxWindow = new ScrollWindow("TASKS LIST", skin, tasksBoxTable);
List<String> tasksBox = new List<String>(Resources.skin);
tasksBox.setItems(tasksToTaskBox(game.getTasks()));
Table usersBoxTable = new Table(skin);
ScrollWindow usersBoxWindow = new ScrollWindow("USERS LIST", skin, usersBoxTable);
List<String> usersBox = new List<String>(Resources.skin);
usersBox.setItems(game.getUsers());
getButtonTable().defaults().width(175).height(100);
tasksBoxTable.add(tasksBox).expand().fill();
usersBoxTable.add(usersBox).expand().fill();
getContentTable().padTop(40);
getContentTable().add(nameLabel).colspan(2).row();
getContentTable().add(passwordLabel).colspan(2).padBottom(10).row();
getContentTable().add(tasksBoxWindow).padTop(8).width(300).height(250).padRight(15);
getContentTable().add(usersBoxWindow).padTop(8).width(300).height(250);
getButtonTable().padTop(30);
button(actionButton, "OK");
}
示例8: addElement
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
public static <T> void addElement(T addItem, List<T> list) {
Array<T> items = new Array<T>(list.getItems());
items.add(addItem);
list.setItems(items);
}
示例9: removeElement
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
public static <T> void removeElement(T removeItem, boolean identity, List<T> list) {
Array<T> items = new Array<T>(list.getItems());
items.removeValue(removeItem, identity);
list.setItems(items);
}
示例10: create
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
@Override
public void create () {
Gdx.gl.glClearColor(.3f, .3f, .3f, 1);
renderer = new ShapeRenderer();
skin = new Skin(Gdx.files.internal("data/uiskin.json"));
stage = new Stage(new ScreenViewport());
resetPositions();
Field[] interpolationFields = ClassReflection.getFields(Interpolation.class);
// see how many fields are actually interpolations (for safety; other fields may be added with future)
int interpolationMembers = 0;
for (int i = 0; i < interpolationFields.length; i++)
if (Interpolation.class.isAssignableFrom(interpolationFields[i].getDeclaringClass())) interpolationMembers++;
// get interpolation names
interpolationNames = new String[interpolationMembers];
for (int i = 0; i < interpolationFields.length; i++)
if (Interpolation.class.isAssignableFrom(interpolationFields[i].getDeclaringClass()))
interpolationNames[i] = interpolationFields[i].getName();
selectedInterpolation = interpolationNames[0];
list = new List(skin);
list.setItems(interpolationNames);
list.addListener(new ChangeListener() {
public void changed (ChangeEvent event, Actor actor) {
selectedInterpolation = list.getSelected();
time = 0;
resetPositions();
}
});
ScrollPane scroll = new ScrollPane(list, skin);
scroll.setFadeScrollBars(false);
scroll.setScrollingDisabled(true, false);
table = new Table();
table.setFillParent(true);
table.add(scroll).expandX().left().width(100);
stage.addActor(table);
Gdx.input.setInputProcessor(new InputMultiplexer(new InputAdapter() {
public boolean scrolled (int amount) {
if (!Gdx.input.isKeyPressed(Keys.CONTROL_LEFT)) return false;
duration -= amount / 15f;
duration = MathUtils.clamp(duration, 0, Float.POSITIVE_INFINITY);
return true;
}
}, stage, new InputAdapter() {
public boolean touchDown (int screenX, int screenY, int pointer, int button) {
if (!Float.isNaN(time)) // if "walking" was interrupted by this touch down event
startPosition.set(getPosition(time)); // set startPosition to the current position
targetPosition.set(stage.screenToStageCoordinates(targetPosition.set(screenX, screenY)));
time = 0;
return true;
}
}));
}
示例11: setUI
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
@Override
public void setUI(final PinnableWindow window, Object... params) {
window.row().pad(0).colspan(50).padRight(-10).fillX();
final List<Job> jobs = new List<Job>(Vloxlands.skin);
jobs.setItems(new IdleJob(this));
jobs.addAction(new Action() {
@Override
public boolean act(float delta) {
if (jobQueue.size == 0 && jobs.getItems().get(0) instanceof IdleJob) return false;
if (!jobQueue.equals(jobs.getItems())) {
if (jobQueue.size > 0) jobs.setItems(jobQueue);
else jobs.setItems(new IdleJob(Human.this));
jobs.getSelection().setDisabled(true);
jobs.setSelectedIndex(-1);
window.pack();
}
return false;
}
});
jobs.getSelection().setDisabled(true);
jobs.setSelectedIndex(-1);
jobs.getStyle().selection.setLeftWidth(10);
jobs.getStyle().selection.setTopHeight(3);
final ScrollPane jobsWrap = new ScrollPane(jobs, Vloxlands.skin);
jobsWrap.setVisible(false);
jobsWrap.setScrollbarsOnTop(false);
jobsWrap.setFadeScrollBars(false);
final Cell<?> cell = window.add(jobsWrap).height(0);
window.row();
ItemSlot tool = new ItemSlot(window.getStage(), this.tool);
window.left().add(tool).spaceRight(2);
ItemSlot slot = new ItemSlot(window.getStage(), carryingItemStack);
window.add(slot).spaceRight(2);
ItemSlot armor = new ItemSlot(window.getStage(), new ItemStack());
window.add(armor).spaceRight(2);
ImageButtonStyle style = new ImageButtonStyle(Vloxlands.skin.get("image_toggle", ButtonStyle.class));
style.imageUp = Vloxlands.skin.getDrawable("queue");
style.imageUp.setMinWidth(ItemSlot.size);
style.imageUp.setMinHeight(ItemSlot.size);
style.imageDown = Vloxlands.skin.getDrawable("queue");
style.imageDown.setMinWidth(ItemSlot.size);
style.imageDown.setMinHeight(ItemSlot.size);
final TooltipImageButton job = new TooltipImageButton(style);
window.getStage().addActor(job.getTooltip());
job.setName("job");
ClickListener cl = new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
cell.height(cell.getMinHeight() == 100 ? 0 : 100);
jobsWrap.setVisible(!jobsWrap.isVisible());
window.invalidateHierarchy();
window.pack();
}
};
job.addListener(cl);
job.getTooltip().set("Job Queue", "Toggle Job Queue display");
window.add(job).padRight(-10);
if (params[0] == Boolean.TRUE) {
job.setChecked(true);
cl.clicked(null, 0, 0);
}
}
示例12: updateTrackList
import com.badlogic.gdx.scenes.scene2d.ui.List; //導入方法依賴的package包/類
private void updateTrackList(List<Track> trackList, final MusicState state) {
trackList.getItems().clear();
trackList.setItems(state.getTracks());
trackList.getItems().sort(comparator);
}