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ArcadeButton.js
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ArcadeButton.js
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/*
* Atari Arcade SDK
* Developed by gskinner.com in partnership with Atari
* Visit http://atari.com/arcade/developers for documentation, updates and examples.
*
* Copyright (c) Atari Interactive, Inc. All Rights Reserved. Atari and the Atari logo are trademarks owned by Atari Interactive, Inc.
*
* Distributed under the terms of the MIT license.
* http://www.opensource.org/licenses/mit-license.html
*
* This notice shall be included in all copies or substantial portions of the Software.
*/
(function (scope) {
/**
* The ArcadeButton provides a simple way to show an on-screen button that is clickable,
* and interacts directly with the GamePad.
* @class ArcadeButton
* @param {String} button The button mapping in GamePad
* @param {Rectangle} hitArea
* @param {SpriteSheet | Object} image The SpriteSheet or image object (containing the source and regX, regY)
* that defines the skin of the button.
* @param {String} name The button name, which will map to the spritesheet state
* @param {Object} params An object defining other button params, such as:
* <ol><li>hoverSuffix: The suffix to add to provide a separate hover state. The default value is "-hover".</li>
* <li>disabledSuffix: The suffix to add to provide a separate disabled state. The default value is "-disabled"</li>
* <li>alpha: The default button alpha. The default value is 0.5. This is ignored when a hover state is defined.</li>
* <li>hitAlpha: The alpha when the button is pressed. The default value is 1. This is ignored when a hover state is defined.</li>
* <li>disabledAlpha: The alpha when the button is disabled. The default value is 0.2. This is ignored when a default state is defined.</li></ol>
* @constructor
*/
function ArcadeButton(button, hitArea, image, name, params) {
this.initialize(button, hitArea, image, name, params);
}
// TODO: Figure out how to differentiate a click from a press-releaseoutside with GamePad.
// Right now there is just press and release.
var s = ArcadeButton;
s.DEFAULT_ALPHA = 0.5;
s.HOVER_ALPHA = 1;
s.DISABLED_ALPHA = 0.2;
var p = ArcadeButton.prototype = {
button: null,
hitArea: null,
pressed: false,
dragging: false,
/**
* Determines if the button can be interacted with. Do not set this property, instead use the
* setDisabled() API.
* @property disabled
* @type Boolean
* @default false
* @readonly
*/
disabled: false,
name: null,
hoverSuffix: "-hover",
disabledSuffix: "-disabled",
/**
* The display sprite to add to stage. Do not add the ArcadeButton instance itself, that
* will cause errors in EaselJS.
* @property sprite
* @type Container
*/
sprite: null,
buttonSprite: null,
alpha:s.DEFAULT_ALPHA,
hoverAlpha:s.HOVER_ALPHA,
disabledAlpha:s.DISABLED_ALPHA,
hoverState: null,
disabledState: null,
/**
* A callback to fire when the button is pressed.
* @property callback
* @type Function
*/
callback: null,
initialize: function(button, hitArea, image, name, params) {
this.button = button;
this.hitArea = hitArea;
this.image = image;
this.name = name;
if (params != null) {
if (params.alpha != null) { this.alpha = params.alpha; }
if (params.hoverAlpha != null) { this.hoverAlpha = params.hoverAlpha; }
if (params.disabledAlpha != null) { this.disabledAlpha = params.disabledAlpha; }
if (params.hoverSuffix != null) { this.hoverSuffix = params.hoverSuffix; }
if (params.disabledSuffix != null) { this.disabledSuffix = params.disabledSuffix; }
}
if (image != null && image instanceof SpriteSheet) {
this.buttonSprite = new createjs.BitmapAnimation(image);
this.buttonSprite.gotoAndStop(name);
var animations = image.getAnimations();
if (animations.indexOf(name+this.hoverSuffix)>-1) {
this.hoverState = name + this.hoverSuffix;
}
if (animations.indexOf(name+this.disabledSuffix)>-1) {
this.disabledState = name + this.disabledSuffix;
}
} else if (image != null) {
this.buttonSprite = new createjs.Bitmap(image.src);
this.buttonSprite.regX = image.regX;
this.buttonSprite.regY = image.regY;
}
this.sprite = new createjs.Container();
var hs = this.sprite;
if (hitArea != null) {
hs = new createjs.Shape();
var ha = new createjs.Shape(new createjs.Graphics().f("#000").dr(this.hitArea.x, this.hitArea.y, this.hitArea.width, this.hitArea.height));
hs.hitArea = ha;
this.sprite.addChild(hs);
}
hs.onPress = Atari.proxy(this.handlePress, this);
this.draw();
},
draw: function() {
if (this.buttonSprite == null) {
this.buttonSprite = new createjs.Shape(new createjs.Graphics().f("#f00").dc(0,0,30));
}
if (this.hoverState == null) {
this.buttonSprite.alpha = this.alpha;
}
this.sprite.addChild(this.buttonSprite);
},
handlePress: function(event) {
if (this.disabled) { return; }
this.pressed = true;
this.dragging = false;
if (this.hoverState != null) {
this.buttonSprite.gotoAndStop(this.hoverState);
} else {
this.buttonSprite.alpha = this.hoverAlpha;
}
if (this.button != null) {
GameLibs.GamePad.player.setButtonDown(this.button);
}
event.onMouseUp = Atari.proxy(this.handleRelease, this);
event.onMouseMove = Atari.proxy(this.handleDrag, this);
},
handleDrag: function(event) {
if (!this.dragging) {
GameLibs.GameUI.startDrag();
this.dragging = true;
}
},
handleRelease: function(event) {
if (this.disabled) { return; }
this.pressed = false;
if (this.hoverState != null) {
this.buttonSprite.gotoAndStop(this.name);
} else {
this.buttonSprite.alpha = this.alpha;
}
if (this.button != null) {
GameLibs.GamePad.player.setButtonUp(this.button);
}
if (this.callback != null) {
this.callback();
}
GameLibs.GameUI.stopDrag();
},
setDisabled: function(value) {
this.disabled = value;
if (value && this.disabledSprite != null) {
this.buttonSprite.gotoAndStop(this.disabledState);
} else if (!value && this.hoverState != null) {
this.buttonSprite.gotoAndStop(this.name);
} else {
this.buttonSprite.alpha = value ? this.disabledAlpha : this.alpha;
}
},
setPosition: function(x, y) {
this.buttonSprite.x = x;
this.buttonSprite.y = y;
},
toString:function () {
return "[GameLibs.ArcadeButton]";
}
}
scope.ArcadeButton = ArcadeButton;
}(window.GameLibs))