Updated to use newer TextField implementation

This commit is contained in:
Collin Smith 2019-03-03 21:19:54 -08:00
parent 5c76e939ab
commit 32d1761e77

View File

@ -7,15 +7,12 @@ import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.ScreenAdapter;
import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Button;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.TextField;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
@ -31,6 +28,7 @@ import gdx.diablo.graphics.PaletteIndexedBatch;
import gdx.diablo.loader.DC6Loader;
import gdx.diablo.widget.CharButton;
import gdx.diablo.widget.TextButton;
import gdx.diablo.widget.TextField;
public class CreateCharacterScreen extends ScreenAdapter {
final AssetDescriptor<DC6> CharacterCreateDescriptor = new AssetDescriptor<>("data\\global\\ui\\FrontEnd\\CharacterCreate.DC6", DC6.class, DC6Loader.DC6Parameters.COMBINE);
@ -139,24 +137,21 @@ public class CreateCharacterScreen extends ScreenAdapter {
Diablo.assets.finishLoadingAsset(textboxDescriptor);
DC6 pages = Diablo.assets.get(textboxDescriptor);
background = new TextureRegionDrawable(pages.getTexture(0)) {{
final float padding = 8;
final float padding = 4;
setLeftWidth(padding);
//setTopHeight(padding);
setTopHeight(padding);
setRightWidth(padding);
setBottomHeight(padding);
}};
font = Diablo.fonts.fontformal12;
fontColor = Color.WHITE;
BitmapFont.Glyph glyph = font.getData().getGlyph('_');
TextureRegion cursorRegion = new TextureRegion(font.getRegion(glyph.page), glyph.srcX, glyph.srcY, glyph.width, glyph.height);
cursor = new TextureRegionDrawable(cursorRegion);
fontColor = Diablo.colors.white;
cursor = new TextureRegionDrawable(Diablo.textures.white);
}});
tfCharName.setPosition(Diablo.VIRTUAL_WIDTH_CENTER - (tfCharName.getWidth() / 2), 20);
tfCharName.setOnlyFontChars(true);
tfCharName.setTextFieldListener(new TextField.TextFieldListener() {
tfCharName.setTextFieldListener(new com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldListener() {
@Override
public void keyTyped(TextField textField, char c) {
public void keyTyped(com.badlogic.gdx.scenes.scene2d.ui.TextField textField, char c) {
btnOK.setVisible(!textField.getText().isEmpty());
}
});