捣鼓了几天白鹭引擎,总算是入门了。今天来实现一个类似于APP TabView的功能,先看效果图。
首先新建一个项目:
然后把资源引入到项目中:
放到resource下新建的Common文件夹里
这时候IDE会帮我们把资源的ID对应好,在default.res.json中查看
要引入图片 直接写名称就行了 如:rank_sel_png
接下来新建一个exml,用来做tabbar 元素的皮肤
如图用一个Rect 做背景,用一个Image 做元素,给Image 设置一个ID:img_res等会用来动态改变。然后给Rect 和 Image 设置约束,一定要设置 不然最终显示就乱了
接着 咱们定义一个和TabBarCell.exml 名字一样的类 TabBarCell ,代码如下:
module MGTabBar {
export class TabBarCell extends eui.ItemRenderer {
private img_res : eui.Image = null;
public constructor() {
super();
this.skinName = "resource/eui_skins/TabBarCell.exml";
}
protected createChildren():void{
super.createChildren();
}
protected dataChanged() : void{
this.loadData();
}
private loadData() : void{
let $dataModel : TabBarCell_Data = <TabBarCell_Data>this.data;
let $selected : boolean = $dataModel.selected;
if ($selected) {
this.img_res.source=$dataModel.img_sel_res;
} else {
this.img_res.source=$dataModel.img_unsel_res;
}
}
}
export interface TabBarCell_Data{
/**是否处于选择状态*/
selected : boolean;
/**选择状态下的美术文本资源*/
img_sel_res : string;
/**未选择状态下的美术文本资源*/
img_unsel_res : string;
}
}
接下来 来到Main.ts 把方法createGameScene()里的代码干掉。写下如下代码:
private data2TabBar_arr : Array<MGTabBar.TabBarCell_Data> = null;
private tabbar: eui.TabBar;
private viewStack: eui.ViewStack;
private lastindex = 0;
private arrayCollection:eui.ArrayCollection;
/**
* 创建场景界面
* Create scene interface
*/
protected createGameScene(): void {
let stageW = this.stage.stageWidth;
let stageH = this.stage.stageHeight;
let bk : eui.Rect= new eui.Rect;
bk.width = stageW;
bk.height = stageH;
bk.fillColor = 0xF6F7F8;
this.addChild(bk);
this.tabbar = new eui.TabBar;
this.data2TabBar_arr = [
{
selected : true,
img_sel_res : "home_sel_png",
img_unsel_res : "home_unsel_png"
},
{
selected : false,
img_sel_res : "rank_sel_png",
img_unsel_res : "rank_unsel_png"
},
{
selected : false,
img_sel_res : "box_sel_png",
img_unsel_res : "box_unsel_png"
},
{
selected : false,
img_sel_res : "my_sel_png",
img_unsel_res : "my_unsel_png"
},
];
this.arrayCollection = new eui.ArrayCollection( this.data2TabBar_arr );
this.tabbar.dataProvider = this.arrayCollection;
this.tabbar.addEventListener(eui.ItemTapEvent.ITEM_TAP, this.onBarItemTap, this);
this.tabbar.width = stageW;
this.tabbar.height = 100;
this.tabbar.y = stageH-100;
this.addChild(this.tabbar);
this.tabbar.itemRenderer = MGTabBar.TabBarCell;
this.viewStack = new eui.ViewStack();
this.viewStack.width = stageW;
this.viewStack.height = stageH-100;
for (var i: number = 0; i < 4; i ++) {
var group: eui.Group = new eui.Group();
group.name = "Group" + i;
var btn: eui.Button = new eui.Button();
btn.label = "Button" + i;
group.addChild(btn);
this.viewStack.addChild(group);
}
this.addChild(this.viewStack);
}
private onBarItemTap(e: eui.ItemTapEvent): void {
this.viewStack.selectedIndex = e.itemIndex;
let lastdata:MGTabBar.TabBarCell_Data = this.arrayCollection.getItemAt(this.lastindex);
this.lastindex = e.itemIndex;
if (lastdata.selected) {
lastdata.selected = false;
} else {
lastdata.selected = true;
}
let data:MGTabBar.TabBarCell_Data = this.arrayCollection.getItemAt(e.itemIndex) ;
if (data.selected) {
data.selected = false;
} else {
data.selected = true;
}
this.tabbar.dataProvider = new eui.ArrayCollection( this.data2TabBar_arr );
}
OK!! 运行一下 即可看到想要的效果。因为是初学,如果大神们有更好的方法,请欢迎交流。