libGDX extension providing cross-platform support for native dialogs
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Current stable: 1.3.0 (Snapshot versions are no longer provided)
##Supported Platforms Android, iOS, iOS-MOE, Desktop (kinda) Desktop show Java UI Dialogs which usually dont fit very well in desktop game. I added Desktop support mainly to make testing while developing easier.
##Requirements libGDX 1.9.3+, Android API 9+, ios 6+, ios-moe 9+
##Currently available dialog types
- ButtonDialog: shows a dialog with 1-3 buttons for the user to click.
- ProgressDialog: Shows dialog with a progress wheel. Not cancelable by the user.
- TextPrompt: On screen display with text input.
Core
Add this to your build.gradle core dependencies
compile "de.tomgrill.gdxdialogs:gdx-dialogs-core:1.3.0"
Android
Add this to your build.gradle android dependencies
compile "de.tomgrill.gdxdialogs:gdx-dialogs-android:1.3.0"
Copy the /gdx-dialogs-android/res folder from this project to your android project. Keep the directory structure.
You can edit the /gdx-dialogs-android/res/values-v11/styles.xml if you want use another theme like Holo.Light
If your project already has styles.xml file make sure you merge what you need from both files.
iOS
Add this to your robovm.xml
<forceLinkClasses>
....
<pattern>de.tomgrill.gdxdialogs.ios.IOSGDXDialogs</pattern>
</forceLinkClasses>
Add this to your build.gradle ios dependencies
compile "de.tomgrill.gdxdialogs:gdx-dialogs-ios:1.3.0"
iOS-MOE
Add this to your build.gradle ios-moe dependencies
compile "de.tomgrill.gdxdialogs:gdx-dialogs-ios-moe:1.3.0"
Desktop
Add this to your build.gradle desktop dependencies
compile "de.tomgrill.gdxdialogs:gdx-dialogs-desktop:1.3.0"
HTML(GWT)
Add this to your build.gradle html dependencies
compile "de.tomgrill.gdxdialogs:gdx-dialogs-html:1.3.0"
compile "de.tomgrill.gdxdialogs:gdx-dialogs-core:1.3.0:sources"
compile "de.tomgrill.gdxdialogs:gdx-dialogs-html:1.3.0:sources"
Add this to your GdxDefinition.gwt.xml
<inherits name='de.tomgrill.gdxdialogs.html.gdx_dialogs_html' />
<inherits name="de.tomgrill.gdxdialogs.core.gdx_dialogs_core" />
View the gdx-dialogs sample app https://github.com/TomGrill/gdx-dialogs-app
Enable
GDXDialogs dialogs = GDXDialogsSystem.install();
ButtonDialog
GDXButtonDialog bDialog = dialogs.newDialog(GDXButtonDialog.class);
bDialog.setTitle("Buy a item");
bDialog.setMessage("Do you want to buy the mozarella?");
bDialog.setClickListener(new ButtonClickListener() {
@Override
public void click(int button) {
// handle button click here
}
});
bDialog.addButton("No");
bDialog.addButton("Never");
bDialog.addButton("Yes, nomnom!");
bDialog.build().show();
ProgressDialog
GDXProgressDialog progressDialog = dialogs.newDialog(GDXProgressDialog.class);
progressDialog.setTitle("Download");
progressDialog.setMessage("Loading new level from server...");
progressDialog.build().show();
TextPrompt
GDXTextPrompt textPrompt = dialogs.newDialog(GDXTextPrompt.class);
textPrompt.setTitle("Your name");
textPrompt.setMessage("Please tell me your name.");
textPrompt.setCancelButtonLabel("Cancel");
textPrompt.setConfirmButtonLabel("Save name");
textPrompt.setTextPromptListener(new TextPromptListener() {
@Override
public void confirm(String text) {
// do something with the user input
}
@Override
public void cancel() {
// handle input cancel
}
});
textPrompt.build().show();
Open GL Context
Sometimes you want to call a method within one of your listeners which requires OpenGL context from the libgdx main thread. Since all dialogs run in their own thread (without OpenGL context) you have to make sure your method runs in the main thread by wrapping as postRunnable:
dialog.setClickListener(new ButtonClickListener() {
@Override
public void click(int button) {
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
// call the a method which requires OpenGL context.
}
});
}
});
In case you require are certain dialog (F.e. DatePicker, ProgressBar, ....) which is not supported by gdx-dialogs yet you can write your own dialog.
- Create a interface like this (in core project): GDXButtonDialog
- Create the implementation for Android like this (in android project): AndroidGDXButtonDialog
- Create the implementation for Desktop like this (in desktop project): DesktopGDXButtonDialog
- Create the implementation for iOS like this (in ios project): IOSGDXButtonDialog
- Create a fallback implementation with empty methods (in core project): FallbackGDXButtonDialog
If your dialog is written register it like this:
if(Gdx.app.getType() == ApplicationType.Android) {
dialogs.registerDialog("package.for.your.dialog.interface.GDXButtonDialog", "package.for.your.dialog.os.specific.implementation.AndroidGDXButtonDialog");
}
else if(Gdx.app.getType() == ApplicationType.Desktop) {
dialogs.registerDialog("package.for.your.dialog.interface.GDXButtonDialog", "package.for.your.dialog.os.specific.implementation.DesktopGDXButtonDialog");
}
else if(Gdx.app.getType() == ApplicationType.iOS) {
dialogs.registerDialog("package.for.your.dialog.interface.GDXButtonDialog", "package.for.your.dialog.os.specific.implementation.IOSGDXButtonDialog");
}
else {
dialogs.registerDialog("package.for.your.dialog.interface.GDXButtonDialog", "package.for.your.dialog.os.specific.implementation.FallbackGDXButtonDialog");
}
Use your own dialog:
dialogs.newDialog(GDXButtonDialog.class); // Use your dialog interface here
Note: Every platform specific implementation must have constructor even if it is empty. Android implementations must have a contructor accepting Activity parameter.
Increase your karma points :) Share your dialog with us, add it to this repository and make a Pull Request.
##Release History
Release history for major milestones (available via Maven):
- Version 1.3.0: Bugfix: Submodules had dependency on SNAPSHOT versions
- Version 1.2.5: Bugfix: DesktopTextPrompt;
- Version 1.2.4: Bugfix: DesktopTextPrompt;
- Version 1.2.3: Bugfix: DesktopTextPrompt not showing default value;
- Version 1.2.2: TextPrompt can now be used as a password field. Use setInputType(...);
- Version 1.2.1: TextPrompt dialogs have new setMaxLength() method.
- Version 1.2.0: gwt/html support
- Version 1.1.0: ios-moe support, ios support, Android proguard setup now out of the box
- Version 1.0.0: no changes, just released 0.2.0 as first stable build
- Version 0.2.0: API Changes. You can create own dialogs now.
- Version 0.1.0: Initial Release
##Reporting Issues
Something not working quite as expected? Do you need a feature that has not been implemented yet? Check the issue tracker and add a new one if your problem is not already listed. Please try to provide a detailed description of your problem, including the steps to reproduce it.
##Contributing
Awesome! If you would like to contribute with a new feature or a bugfix, fork this repo and submit a pull request.
##License
The gdx-dialogs project is licensed under the Apache 2 License, meaning you can use it free of charge, without strings attached in commercial and non-commercial projects. We love to get (non-mandatory) credit in case you release a game or app using gdx-dialogs!