libGDX 警报对话框 [英] libGDX Alert Dialog

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本文介绍了libGDX 警报对话框的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我使用了以下代码:

 AlertDialog.Builder bld;

 if (android.os.Build.VERSION.SDK_INT <= 10) {
     //With default theme looks perfect:
     bld = new AlertDialog.Builder(AndroidLauncher.this);
 } else {
     //With Holo theme appears the double Dialog:
     bld = new AlertDialog.Builder(AndroidLauncher.this, android.R.style.Theme_Holo_Dialog_MinWidth);
 }

 bld.setIcon(R.drawable.ic_launcher);
 bld.setTitle("Exit");
 bld.setMessage("Are you sure you want to exit?");
 bld.setNegativeButton("Cancel", new DialogInterface.OnClickListener() {
     @Override
     public void onClick(DialogInterface dialog, int which) { dialog.dismiss(); }
 });
 bld.setPositiveButton("Exit", new DialogInterface.OnClickListener() {
     @Override
     public void onClick(DialogInterface dialog, int which) { finish(); }
 });
 bld.setCancelable(false);
 bld.create().show();

看起来不错,但它说import android.app.AlertDialog cannot resolve".它是 Android Studio 中的标准 libGDX 项目.

It seems fine, but it says "import android.app.AlertDialog cannot resolve". It is a standard libGDX project in Android Studio.

推荐答案

在 libgdx 中,您应该使用 scene2d 对话框而不是原生 Android DialogInterface.下面是如何使用自定义按钮图像和背景图像在 libgdx 的舞台上添加一个完全皮肤的对话框.您只需要替换您自己的背景和按钮图像纹理和字体,然后在准备好显示对话框时调用 quitGameConfirm()...

In libgdx you should use a scene2d dialog instead of the native Android DialogInterface. Below is how you would add a completely skinned dialog to the stage in libgdx with custom button images and background image. You would just need to substitute your own background and button image textures and font, then call quitGameConfirm() when you're ready to display the dialog...

import com.badlogic.gdx.scenes.scene2d.ui.Dialog;

public void quitGameConfirm() {

    LabelStyle style = new LabelStyle(_fontChat, Color.WHITE);
    Label label1 = new Label("Are you sure that you want to exit?", style);
    label1.setAlignment(Align.center);
    //style.font.setScale(1, -1);
    style.fontColor = Color.WHITE;

    Skin tileSkin = new Skin();
    Texture tex = new Texture(myButtontexture);
    tex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
    tileSkin.add("white", tex);
    tileSkin.add("default", new BitmapFont());

    TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
    textButtonStyle.up = tileSkin.newDrawable("white");
    textButtonStyle.down = tileSkin.newDrawable("white", Color.DARK_GRAY);
    textButtonStyle.checked = tileSkin.newDrawable("white",
            Color.LIGHT_GRAY);
    textButtonStyle.over = tileSkin.newDrawable("white", Color.LIGHT_GRAY);
    textButtonStyle.font = _myTextBitmapFont;
    textButtonStyle.font.setScale(1, -1);
    textButtonStyle.fontColor = Color.WHITE;
    tileSkin.add("default", textButtonStyle);

    TextButton btnYes = new TextButton("Exit", tileSkin);
    TextButton btnNo = new TextButton("Cancel", tileSkin);

    // /////////////////
    Skin skinDialog = new Skin(Gdx.files.internal("data/uiskin.json"));
    final Dialog dialog = new Dialog("", skinDialog) {
        @Override
        public float getPrefWidth() {
            // force dialog width
            // return Gdx.graphics.getWidth() / 2;
            return 700f;
        }

        @Override
        public float getPrefHeight() {
            // force dialog height
            // return Gdx.graphics.getWidth() / 2;
            return 400f;
        }
    };
    dialog.setModal(true);
    dialog.setMovable(false);
    dialog.setResizable(false);

    btnYes.addListener(new InputListener() {
        @Override
        public boolean touchDown(InputEvent event, float x, float y,
                int pointer, int button) {

            // Do whatever here for exit button

            _parent.changeState("StateMenu");
            dialog.hide();
            dialog.cancel();
            dialog.remove();                

            return true;
        }

    });

    btnNo.addListener(new InputListener() {
        @Override
        public boolean touchDown(InputEvent event, float x, float y,
                int pointer, int button) {

            //Do whatever here for cancel

            dialog.cancel();
            dialog.hide();

            return true;
        }

    });

    TextureRegion myTex = new TextureRegion(_dialogBackgroundTextureRegion);
    myTex.flip(false, true);
    myTex.getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
    Drawable drawable = new TextureRegionDrawable(myTex);
    dialog.setBackground(drawable);

    float btnSize = 80f;
    Table t = new Table();
    // t.debug();

    dialog.getContentTable().add(label1).padTop(40f);

    t.add(btnYes).width(btnSize).height(btnSize);
    t.add(btnNo).width(btnSize).height(btnSize);

    dialog.getButtonTable().add(t).center().padBottom(80f);
    dialog.show(stage).setPosition(
            (MyGame.VIRTUAL_WIDTH / 2) - (720 / 2),
            (MyGame.VIRTUAL_HEIGHT) - (MyGame.VIRTUAL_HEIGHT - 40));

    dialog.setName("quitDialog");
    stage.addActor(dialog);

}

这篇关于libGDX 警报对话框的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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