在带有阴影的 TextButton 上制作 "pressing" 效果
Making a "pressing" effect on a TextButton with a shadow
我目前正在使用 FreeType 为带有阴影的 TextButton 生成字体。我想做一些事情,这样当我点击文本按钮时,文本会向下和向右移动一点,模拟按下。影子不应该移动。这是我的意思的例子:
注意影子是如何不动的。我怎样才能完成这样的事情?我怀疑它与可绘制对象有关,但我不确定。非常感谢您的帮助!
我想我明白了。我的想法是用将处理 touchingDown 和 touchingUp 本身的按钮覆盖 TextButton class。
class 正在创建两种类型的字体(您将需要 .ttf 文件,但当然您可以更改它并传递 BitmapFont 对象或其他东西)- 通常最好选择细字体和粗体字体(因为阴影)。
这是代码 - 我在评论中描述了它是如何工作的以及我实际在做什么,因为我发现它更方便:
package put.here.your.package;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator.FreeTypeFontParameter;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
public class MyTextButton extends TextButton
{
BitmapFont upFont, downFont;
LabelStyle upStyle, downStyle;
float upLeftPad, upTopPad, downLeftPad, downTopPad;
public MyTextButton(String text, Skin skin, String styleName) //you can create more constructors just call in them super then init!
{
super(text, skin, styleName);
init();
}
private void init()
{
//see the comments near the method below
this.createFonts();
//this is important! it will cleared effect of skin up/down settings what is good for me but should not be for you - then remove the following line
this.clearListeners();
//creating styles basing on current style and fonts we have generated
upStyle = new LabelStyle( this.getLabel().getStyle() );
upStyle.font = upFont;
downStyle = new LabelStyle( this.getLabel().getStyle() );
downStyle.font = downFont;
//setting upStyle for a start - on a start the button is not pushed
this.getLabel().setStyle(upStyle);
//setting the listener that will change the style due to is button clicked or not right now - see its definition on the bottom of class
this.addListener(clickListener);
//this is calculating current
this.upLeftPad = getLabelCell().getPadLeft();
this.upTopPad = getLabelCell().getPadTop();
this.downLeftPad = getLabelCell().getPadLeft() + 4; //the value (4) should be changed if you will change shadowOffset of fonts
this.downTopPad = getLabelCell().getPadTop() + 4; //because we want to make shadow small and move label which make us an illusion of pushing font
//here one note! the funny thing is that imho above value should be shadowOffsetY of upFont - shadowOffsetY of downFont
//but it is not actually - I mean it is not ok, right bottom corner is not at the same position which is weird so just choose your value
}
//this method create two fonts - up version and pushed version - the pushed version should have smaller shadow
private void createFonts()
{
//firstly we need a generator (integrated with LibGDX) to generate from .ttf file - so you will need .ttf!
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("font.ttf")); //path to yout .ttf file
FreeTypeFontParameter parameter = new FreeTypeFontParameter();
parameter.size = 42;
parameter.magFilter = TextureFilter.Linear; //it will make
parameter.minFilter = TextureFilter.Linear; //the font render better
//generating font for nonclicked (up) button version
parameter.shadowOffsetX = 6; //defining of
parameter.shadowOffsetY = 6; //shadow offset ~= size
upFont = generator.generateFont(parameter);
//generating font for nonclicked (up) button version
parameter.shadowOffsetX = 3; //as above
parameter.shadowOffsetY = 3; //it should be smaller!
downFont = generator.generateFont(parameter);
//fonts are generated
generator.dispose();
}
//setting style and label offset for pushed button
private void setDown()
{
getLabel().setStyle(downStyle);
getLabelCell().padTop( downTopPad );
getLabelCell().padLeft( downLeftPad );
}
//setting style and label offset for non pushed button
private void setUp()
{
getLabel().setStyle(upStyle);
getLabelCell().padTop( upTopPad );
getLabelCell().padLeft( upLeftPad );
}
//the listener that will change style due to what action is actually being performed on the button
ClickListener clickListener = new ClickListener()
{
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button)
{
setDown();
return true;
}
@Override
public void touchDragged (InputEvent event, float x, float y, int pointer)
{
setUp();
}
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button)
{
setUp();
}
};
}
并且您正在使用它:
MyTextButton start = new MyTextButton("START", game.skin, "button");
stage.addActor(start);
备注:
- 您应该将包从第一行更改为您的包
- 您可以操纵 MyTextButton 设置更改阴影偏移和字体偏移并且当您更改字体大小时您将不得不这样做 - 现在是 42
- 您可以将 class 名称更改为 TextButton 并将其用作简单的 TextButton(只需导入正确的一个)
- 您正在创建普通皮肤,up 的属性将被保留,而 down 的属性将被忽略(但是您可以取消通过删除
clearListeners()
行 ) 忽略 down
- class 处理 touchUp 和 touchDrag 两种情况(所以如果你点击按钮然后移动鼠标它会表现得像 touchUp)
- 您当然可以添加自己的听众,例如使用按钮来更改屏幕
效果:
我目前正在使用 FreeType 为带有阴影的 TextButton 生成字体。我想做一些事情,这样当我点击文本按钮时,文本会向下和向右移动一点,模拟按下。影子不应该移动。这是我的意思的例子:
注意影子是如何不动的。我怎样才能完成这样的事情?我怀疑它与可绘制对象有关,但我不确定。非常感谢您的帮助!
我想我明白了。我的想法是用将处理 touchingDown 和 touchingUp 本身的按钮覆盖 TextButton class。
class 正在创建两种类型的字体(您将需要 .ttf 文件,但当然您可以更改它并传递 BitmapFont 对象或其他东西)- 通常最好选择细字体和粗体字体(因为阴影)。
这是代码 - 我在评论中描述了它是如何工作的以及我实际在做什么,因为我发现它更方便:
package put.here.your.package;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator.FreeTypeFontParameter;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
public class MyTextButton extends TextButton
{
BitmapFont upFont, downFont;
LabelStyle upStyle, downStyle;
float upLeftPad, upTopPad, downLeftPad, downTopPad;
public MyTextButton(String text, Skin skin, String styleName) //you can create more constructors just call in them super then init!
{
super(text, skin, styleName);
init();
}
private void init()
{
//see the comments near the method below
this.createFonts();
//this is important! it will cleared effect of skin up/down settings what is good for me but should not be for you - then remove the following line
this.clearListeners();
//creating styles basing on current style and fonts we have generated
upStyle = new LabelStyle( this.getLabel().getStyle() );
upStyle.font = upFont;
downStyle = new LabelStyle( this.getLabel().getStyle() );
downStyle.font = downFont;
//setting upStyle for a start - on a start the button is not pushed
this.getLabel().setStyle(upStyle);
//setting the listener that will change the style due to is button clicked or not right now - see its definition on the bottom of class
this.addListener(clickListener);
//this is calculating current
this.upLeftPad = getLabelCell().getPadLeft();
this.upTopPad = getLabelCell().getPadTop();
this.downLeftPad = getLabelCell().getPadLeft() + 4; //the value (4) should be changed if you will change shadowOffset of fonts
this.downTopPad = getLabelCell().getPadTop() + 4; //because we want to make shadow small and move label which make us an illusion of pushing font
//here one note! the funny thing is that imho above value should be shadowOffsetY of upFont - shadowOffsetY of downFont
//but it is not actually - I mean it is not ok, right bottom corner is not at the same position which is weird so just choose your value
}
//this method create two fonts - up version and pushed version - the pushed version should have smaller shadow
private void createFonts()
{
//firstly we need a generator (integrated with LibGDX) to generate from .ttf file - so you will need .ttf!
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("font.ttf")); //path to yout .ttf file
FreeTypeFontParameter parameter = new FreeTypeFontParameter();
parameter.size = 42;
parameter.magFilter = TextureFilter.Linear; //it will make
parameter.minFilter = TextureFilter.Linear; //the font render better
//generating font for nonclicked (up) button version
parameter.shadowOffsetX = 6; //defining of
parameter.shadowOffsetY = 6; //shadow offset ~= size
upFont = generator.generateFont(parameter);
//generating font for nonclicked (up) button version
parameter.shadowOffsetX = 3; //as above
parameter.shadowOffsetY = 3; //it should be smaller!
downFont = generator.generateFont(parameter);
//fonts are generated
generator.dispose();
}
//setting style and label offset for pushed button
private void setDown()
{
getLabel().setStyle(downStyle);
getLabelCell().padTop( downTopPad );
getLabelCell().padLeft( downLeftPad );
}
//setting style and label offset for non pushed button
private void setUp()
{
getLabel().setStyle(upStyle);
getLabelCell().padTop( upTopPad );
getLabelCell().padLeft( upLeftPad );
}
//the listener that will change style due to what action is actually being performed on the button
ClickListener clickListener = new ClickListener()
{
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button)
{
setDown();
return true;
}
@Override
public void touchDragged (InputEvent event, float x, float y, int pointer)
{
setUp();
}
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button)
{
setUp();
}
};
}
并且您正在使用它:
MyTextButton start = new MyTextButton("START", game.skin, "button");
stage.addActor(start);
备注:
- 您应该将包从第一行更改为您的包
- 您可以操纵 MyTextButton 设置更改阴影偏移和字体偏移并且当您更改字体大小时您将不得不这样做 - 现在是 42
- 您可以将 class 名称更改为 TextButton 并将其用作简单的 TextButton(只需导入正确的一个)
- 您正在创建普通皮肤,up 的属性将被保留,而 down 的属性将被忽略(但是您可以取消通过删除
clearListeners()
行 ) 忽略 down
- class 处理 touchUp 和 touchDrag 两种情况(所以如果你点击按钮然后移动鼠标它会表现得像 touchUp)
- 您当然可以添加自己的听众,例如使用按钮来更改屏幕
效果: