//
// LandLordsMakeNewRoom.hpp
// MalaGame39
//
// Created by work on 2016/12/19.
//
//
#ifndef LandLordsMakeNewRoom_hpp
#define LandLordsMakeNewRoom_hpp
#include <stdio.h>
#include <cocos2d.h>
#include "ui/cocosGUI.h"
#include <cocostudio/CocoStudio.h>
using namespace cocos2d::ui;
class LandLordsMakeNewRoom : public cocos2d::Layer
{
private:
cocos2d::Node* m_rootNode;
Button* m_return;
// long long m_ruleNum;
RadioButton* m_boomButton[];
RadioButton* m_numberButton[];
int m_ruleNum[] = {,,,,,};
public:
bool init();
void onEnter();
void onExit();
void buttonReturnCallback(Ref *senderz, cocos2d::extension::Control::EventType controlEvent);
// void onChangedRadioButtonOneSelect(RadioButton* radioButton, RadioButton::EventType type);
// void onChangedRadioButtonTwoSelect(RadioButton* radioButton, RadioButton::EventType type);
// void onChangedRadioButtonThreeSelect(RadioButton* radioButton, RadioButton::EventType type);
// void onChangedRadioButtonFourSelect(RadioButton* radioButton, RadioButton::EventType type);
void buttonMakeNewRoomCallback(Ref *senderz, cocos2d::extension::Control::EventType controlEvent);
void onChangedRadioButtonBoomBgSelect(RadioButton* radioButton, RadioButton::EventType type);
void onChangedRadioButtonChooseBgSelect(RadioButton* radioButton, RadioButton::EventType type);
void setLayerData(GameRuleData& rule);
void checkBoxCallback(CheckBox* sender,CheckBoxEventType type);
CREATE_FUNC(LandLordsMakeNewRoom);
};
#endif /* LandLordsMakeNewRoom_hpp */
//
// LandLordsMakeNewRoom.cpp
// MalaGame39
//
// Created by work on 2016/12/19.
//
//
#include "LandLordsMakeNewRoom.hpp"
#include "cocos-ext.h"
#include <stdio.h>
USING_NS_CC;
using namespace cocos2d::ui;
using namespace cocos2d::extension;
bool LandLordsMakeNewRoom::init()
{
if (!Layer::init()) {
return false;
}
Sprite* bg = Sprite::create("LandLord/LandLordsmake_room_bg.png");//背景图片
bg->setPosition(Vec2(,));
this->addChild(bg);
auto Relieve=cocos2d::ui::Scale9Sprite::createWithSpriteFrameName("friend_fight_x.png");
auto m_buttonRelieve = ControlButton::create(Relieve);
m_buttonRelieve->setPosition( 991.5,644.8);
m_buttonRelieve->addTargetWithActionForControlEvents(this, cccontrol_selector(LandLordsMakeNewRoom::buttonReturnCallback), Control::EventType::TOUCH_UP_INSIDE);//按钮点击事件
this->addChild(m_buttonRelieve);
auto share=cocos2d::ui::Scale9Sprite::createWithSpriteFrameName("make_btn.png");
auto m_buttonShare = ControlButton::create(share);
m_buttonShare->setPosition( ,);
m_buttonShare->addTargetWithActionForControlEvents(this, cccontrol_selector(LandLordsMakeNewRoom::buttonMakeNewRoomCallback), Control::EventType::TOUCH_UP_INSIDE);
this->addChild(m_buttonShare);
CheckBox* checkBox[] = {nullptr};
for (int i=;i<;i++){
//for循环创建4个复选按钮
checkBox[i] = CheckBox::create("LandLord/make_room_unselected.png",//未选中时的显示图片
"LandLord/make_room_unselected.png",//点击checkBox后触摸没有松开时的图片
"LandLord/make_room_select.png",//选中时的显示图片
"LandLord/make_room_select.png",//从选中到未选中切换过程中,触摸没有松开时的显示图片
"LandLord/make_room_select.png");
checkBox[i]->::LandLordsMakeNewRoom::setPosition(,-(i*));
checkBox[i]->setTag(i+);
checkBox[i]->addEventListenerCheckBox(this ,checkboxselectedeventselector(LandLordsMakeNewRoom::checkBoxCallback));
this->addChild(checkBox[i]);
}
for (int i = ; i<; i++) {//单选(按钮)
m_boomButton[i] = RadioButton::create("make_room_unselected.png", "make_room_select.png", Widget::TextureResType::PLIST);
m_boomButton[i]->setPosition(Vec2(+(*i), ));
m_boomButton[i]->setTag(i+);
m_boomButton[i]->addEventListener(CC_CALLBACK_2(LandLordsMakeNewRoom::onChangedRadioButtonBoomBgSelect,this));
this->addChild(m_boomButton[i]);
}
int number[] = {,,};//局数单选
for (int i = ; i<; i++) {
m_numberButton[i] = RadioButton::create("make_room_unselected.png", "make_room_select.png", Widget::TextureResType::PLIST);
m_numberButton[i]->setPosition(Vec2(+*i+, ));
m_numberButton[i]->setTag(i+);
m_numberButton[i]->addEventListener(CC_CALLBACK_2(::LandLordsMakeNewRoom::onChangedRadioButtonChooseBgSelect,this));
this->addChild(m_numberButton[i]);
auto label = Label::createWithSystemFont(StringUtils::format("%d局(房卡x%d)",number[i],i+), "", );
label->setColor(Color3B::YELLOW);
label->setPosition(Vec2(+*i+, ));
this->addChild(label);
}
m_boomButton[]->setSelected(true);//默认第一个单选按钮为选中
m_numberButton[]->setSelected(true);
PublicMethod::addLayerTouchShield(this);
return true;
}
void LandLordsMakeNewRoom::onEnter()
{
Layer::onEnter();
}
void LandLordsMakeNewRoom::onExit()
{
Layer::onExit();
}
void LandLordsMakeNewRoom::onChangedRadioButtonBoomBgSelect(RadioButton* radioButton, RadioButton::EventType type)
{
if (radioButton == nullptr) {
return;
}
int tag = ((RadioButton*)radioButton)->getTag();//获取按钮当前的tag值
for (int i=; i<; i++) {//for循环实现单选
m_boomButton[i]->setSelected(false);//先让全部按钮设为处于未选中状态
if (i+==tag) {//通过tag值进入判断
m_boomButton[i]->setSelected(true);//让当前按钮为选中
m_ruleNum[]=tag-;
}
}
}
void LandLordsMakeNewRoom::onChangedRadioButtonChooseBgSelect(RadioButton* radioButton, RadioButton::EventType type)
{
if (radioButton == nullptr) {
return;
}
int tag = ((RadioButton*)radioButton)->getTag();
for (int i=; i<; i++) {
m_numberButton[i]->setSelected(false);
if (i+==tag) {
m_numberButton[i]->setSelected(true);
m_ruleNum[]=tag-;
}
}
}
//复选按钮的实现方法
void LandLordsMakeNewRoom::checkBoxCallback(CheckBox* sender,CheckBoxEventType type)
{
int tag = sender->getTag();//同样需要拿到当前checkBox的tag值
if(type==CHECKBOX_STATE_EVENT_SELECTED){//判断check的状态(选中状态)
CCLOG("sender:%d",tag);
m_ruleNum[tag-]=;
//在这里可做其他操作
}
else if(type==CHECKBOX_STATE_EVENT_UNSELECTED)//为未选中状态
{
m_ruleNum[tag-]=;
}
}
void LandLordsMakeNewRoom::buttonReturnCallback(Ref *senderz, Control::EventType controlEvent)
{
removeFromParent();//移除当前图层
}