本文整理匯總了Java中com.badlogic.gdx.scenes.scene2d.ui.Window.setPosition方法的典型用法代碼示例。如果您正苦於以下問題:Java Window.setPosition方法的具體用法?Java Window.setPosition怎麽用?Java Window.setPosition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.Window
的用法示例。
在下文中一共展示了Window.setPosition方法的7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: textWindowDemo
import com.badlogic.gdx.scenes.scene2d.ui.Window; //導入方法依賴的package包/類
private void textWindowDemo() {
BitmapFont plotFont = context.getAssetManager().get( PLOT_FONT, BitmapFont.class );
String loremIpsum = "Lorem ipsum dolor sit amet, consectetur adipisicing elit, ";
loremIpsum += "sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.";
loremIpsum += "\n\nThis window is draggable.";
rootAtlas = context.getAssetManager().get( ROOT_ATLAS, TextureAtlas.class );
TextureRegion plotDlgRegion = rootAtlas.findRegion( "box-text1" );
NinePatchDrawable plotDlgBgDrawable = new NinePatchDrawable( new NinePatch( plotDlgRegion, 20, 20, 35, 20 ) );
Window plotDlg = new Window( "", new Window.WindowStyle( plotFont, new Color( 1f, 1f, 1f, 1f ), plotDlgBgDrawable ) );
plotDlg.setKeepWithinStage( true );
plotDlg.setMovable( true );
plotDlg.setSize( 200, 250 );
plotDlg.setPosition( 765, 60 );
plotDlg.row().top().expand().fill();
Label plotLbl = new Label( loremIpsum, new Label.LabelStyle( plotFont, new Color( 1f, 1f, 1f, 1f ) ) );
plotLbl.setAlignment( Align.top|Align.left, Align.center|Align.left );
plotLbl.setWrap( true );
plotDlg.add( plotLbl );
// setKeepWithinStage() only applies if added to the stage root. :/
popupStage.addActor( plotDlg );
}
示例2: createWindowDebug
import com.badlogic.gdx.scenes.scene2d.ui.Window; //導入方法依賴的package包/類
public static Window createWindowDebug(ResourcesManager resourcesManager){
BitmapFont font = (BitmapFont) resourcesManager.get(resourcesManager.DEBUG_FONT);
font.setScale(1 / 150F);
font.setUseIntegerPositions(false);
Window.WindowStyle style = new Window.WindowStyle();
//style.background = background;
style.titleFont = font;
style.titleFontColor=new Color(1, 1, 1, 0.4f);
Sprite background = new Sprite((Texture) resourcesManager.get(resourcesManager.DEBUG_BACKGROUND));
background.setSize(10,8);
background.setOrigin(background.getWidth() / 2, background.getHeight() / 2);
background.setColor(1,1,1,0.4f);
style.background= new SpriteDrawable(background);
Window window = new DebugWindow("", style);
window.setPosition(0, 0);
window.setKeepWithinStage(false);
window.setTransform(false);
window.setFillParent(true);
Label.LabelStyle labelStyle= new Label.LabelStyle(font,new Color(1, 1, 1, 1)) ;
myLabel= new Label("",labelStyle);
window.add(myLabel).pad(0.2f).width(8);
return window;
}
示例3: create
import com.badlogic.gdx.scenes.scene2d.ui.Window; //導入方法依賴的package包/類
@Override
public void create () {
spriteBatch = new SpriteBatch();
font = new BitmapFont(Gdx.files.internal("data/verdana39.fnt"), false);
multiPageFont = new BitmapFont(Gdx.files.internal("data/multipagefont.fnt"));
// Add user defined color
Colors.put("PERU", Color.valueOf("CD853F"));
renderer = new ShapeRenderer();
renderer.setProjectionMatrix(spriteBatch.getProjectionMatrix());
stage = new Stage();
Skin skin = new Skin(Gdx.files.internal("data/uiskin.json"));
BitmapFont labelFont = skin.get("default-font", BitmapFont.class);
labelFont.setMarkupEnabled(true);
// Notice that the last [] has been deliberately added to test the effect of excessive pop operations.
// They are silently ignored, as expected.
Label label = new Label("<<[BLUE]M[RED]u[YELLOW]l[GREEN]t[OLIVE]ic[]o[]l[]o[]r[]*[MAROON]Label[][]>>", skin);
label.setPosition(200, 200);
stage.addActor(label);
Window window = new Window("[RED]Multicolor[GREEN] Title", skin);
window.setPosition(400, 200);
window.pack();
stage.addActor(window);
}
示例4: initialize
import com.badlogic.gdx.scenes.scene2d.ui.Window; //導入方法依賴的package包/類
/**
* Initializes this MenuScreen's table with all necessary elements.
*/
protected void initialize() {
window = new Window(title, skin);
window.setSize(Display.getPreferredWidth(),
Display.getPreferredHeight());
window.setPosition(0, 0);
if (background != null)
window.setBackground(background);
stage.addActor(window);
}
示例5: initMenuComponents
import com.badlogic.gdx.scenes.scene2d.ui.Window; //導入方法依賴的package包/類
private void initMenuComponents(Stage stage) {
descWindow = new Window("", Game.assets.getSkin());
int w = 320;
descWindow.setWidth(w);
descWindow.setHeight(100);
descWindow.setPosition((Gdx.graphics.getWidth() - w) / 2, 50);
descWindow.setMovable(false);
stage.addActor(descWindow);
}
示例6: initStatusWindow
import com.badlogic.gdx.scenes.scene2d.ui.Window; //導入方法依賴的package包/類
private void initStatusWindow() {
statusWindow = new Window("Blobs Status", getDefaultSkin());
int margin = 50;
int w = 300;
statusWindow.setWidth(w);
statusWindow.setMovable(false);
stage.addActor(statusWindow);
// Display blobs
for (Blob b : game.player.blobs) {
Table blobTable = new Table(getDefaultSkin());
blobTable.setColor(0.5f, 0.3f, 0.8f, 0.7f);
addStat("Name", b.name, blobTable);
addStat("Age", String.valueOf(b.age), blobTable);
addStat("Life", b.getAttributeCurrent(Attributes.HP) + "/" + b.getAttributeBase(Attributes.HP), blobTable);
blobTable.setWidth(w - 2 * margin);
statusWindow.add(blobTable);
statusWindow.add("").expandX();
statusWindow.row();
statusWindow.add("").height(50);
statusWindow.row();
}
statusWindow.setHeight(120 * game.player.blobs.size());
statusWindow.add("").expandY();
statusWindow.setPosition(margin, Gdx.graphics.getHeight() - margin - statusWindow.getHeight());
}
示例7: initUI
import com.badlogic.gdx.scenes.scene2d.ui.Window; //導入方法依賴的package包/類
private void initUI(final Skin uiSkin, Opus generator,
final Stage pStage, LwjglApplicationConfiguration cfg,
Settings settings) {
samplerEditor = new SamplerEditor(uiSkin, pStage, noisePool, samplers);
samplerEditor.left().top();
windowList.add(samplerEditor);
layerEditor = new LayerEditor(uiSkin, generator.getLayers().get(0), pStage, samplers, generator);
layerEditor.left().top();
windowList.add(layerEditor);
worldEditor = new WorldEditor(uiSkin, generator, pStage, generator.getConfig().name);
worldEditor.left().top();
windowList.add(worldEditor);
samplerOverview = new SamplerOverview(uiSkin, pStage, samplers);
samplerOverview.left().top();
windowList.add(samplerOverview);
projectWindow = new ProjectWindow(uiSkin, opus, samplers);
projectWindow.left().top();
windowList.add(projectWindow);
interpreterList = new ColorInterpreterList(uiSkin, samplers);
interpreterList.left().top();
windowList.add(interpreterList);
settingsWindow = new SettingsWindow(uiSkin);
settingsWindow.left().top();
windowList.add(settingsWindow);
aboutWindow = new AboutWindow(uiSkin);
aboutWindow.left().top();
aboutWindow.setVisible(false);
windowList.add(aboutWindow);
for (Window window : windowList) {
bus.register(window);
pStage.addActor(window);
Settings.WindowSetting windowSetting = getWindowSetting(window.getClass());
if (windowSetting != null) {
window.setPosition(windowSetting.x, windowSetting.y);
window.setVisible(windowSetting.visible);
}
}
// others
topMenu = new TopMenu(uiSkin, layerEditor, samplerEditor, worldEditor, samplers);
topMenu.left().top();
pStage.addActor(topMenu);
updatePosition(cfg.width, cfg.height);
limitWindowSizes(null);
topMenu.toFront();
}