Reputation: 510
I have this actor HintsWindow that contains 3 TextureRegions (background, cancel, proceed).
public class HintsWindow extends Actor {
TextureRegion bg;
TextureRegion cancel;
TextureRegion proceed;
public HintsWindow() {
bg = new TextureRegion(Gdx.files.internal("background.png"));
cancel = new TextureRegion(Gdx.files.internal("cancel.png"));
proceed = new TextureRegion(Gdx.files.internal("proceed.png"));
}
@Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(bg, 171.031f, 484.090f);
batch.draw(cancel, 234.837f, 542.926f);
batch.draw(proceed, 407.900f, 542.926f);
}
}
Drawing TextureRegions works fine, but here is my question :
Is It possible to addListener not to the whole actor but to cancel and proceed so they act like buttons ?
something like that:
addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
// if proceed pressed --> do something
// else if cancel pressed --> addAction(Actions.fadeOut(1.0f));
}
});
Upvotes: 0
Views: 339
Reputation: 1815
You can make your HintsWindow
contain Actors instead of TextureRegions.
Change them to Images.
public class HintsWindow extends Actor {
Image bg;
Image cancel;
Image proceed;
public HintsWindow() {
bg = new Image(new TextureRegion(Gdx.files.internal("background.png")));
cancel = new Image(new TextureRegion(Gdx.files.internal("cancel.png")));
proceed = new Image(new TextureRegion(Gdx.files.internal("proceed.png")));
// here you can add listener
cancel.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
// if proceed pressed --> do something
// else if cancel pressed --> addAction(Actions.fadeOut(1.0f));
}
});
}
@Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
color.set(color.r, color.g, color.b, color.a * parentAlpha);
bg.setColor(color);
cancel.setColor(color);
proceed.setColor(color);
}
}
Upvotes: 1