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Java libGDX:Scrollpane是Scrollpane的子级,在滚动中在它们之间切换_Java_Android_Libgdx_Scrollview_Scrollpane - Fatal编程技术网

Java libGDX:Scrollpane是Scrollpane的子级,在滚动中在它们之间切换

Java libGDX:Scrollpane是Scrollpane的子级,在滚动中在它们之间切换,java,android,libgdx,scrollview,scrollpane,Java,Android,Libgdx,Scrollview,Scrollpane,在许多android应用程序中,我都会遇到“列表的粘性标题”,我们很喜欢它,现在,我尝试在libGDX框架中使用Scrollpane和另一个scene2duiactors来实现这一点 我实现了60%或更多,因为我认为这很简单,但我缺少一些东西来完成它,所以,我需要一些帮助 完整示例当scrollpane1(家长)的数量达到特定高度时,请停止为您的孩子滚动: package com.mygdx.game; import com.badlogic.gdx.ApplicationAdapter;

在许多android应用程序中,我都会遇到“列表的粘性标题”,我们很喜欢它,现在,我尝试在libGDX框架中使用
Scrollpane
和另一个
scene2dui
actors来实现这一点

我实现了60%或更多,因为我认为这很简单,但我缺少一些东西来完成它,所以,我需要一些帮助

完整示例
scrollpane1
(家长)的数量达到特定高度时,请停止为您的孩子滚动:

package com.mygdx.game;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
import com.badlogic.gdx.utils.Align;

public class MyGdxGame extends ApplicationAdapter {
    private Stage stage;

    private ScrollPane scrollPane1;
    private ScrollPane scrollPane2;

    @Override
    public void create() {
        stage = new Stage();

        Table baseContainer = new Table();

        Table container = new Table();
        scrollPane1 = new ScrollPane(container);

        Table list = new Table();
        scrollPane2 = new ScrollPane(list);

        Table mainHeader = new Table();
        mainHeader.background(new TextureRegionDrawable(this.getPixel()).tint(Color.GRAY));

        Table stickyHeader = new Table();
        container.add(mainHeader).height(100).growX();
        container.row();
        container.add(stickyHeader).height(200).growX();
        container.row();
        container.add(scrollPane2).grow();

        baseContainer.setFillParent(true);
        baseContainer.add(scrollPane1).grow();

        stage.addActor(baseContainer);

        Gdx.input.setInputProcessor(stage);

        this.fillDummyDataInHeader(stickyHeader);
        this.fillDummyDataInList(list);
    }

    @Override
    public void resize(int width, int height) {
        stage.getViewport().update(width, height);
    }

    @Override
    public void render() {
        Gdx.gl.glClearColor(1, 1, 1, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        stage.act();
        stage.draw();

        // to fix sticky header
        if (scrollPane1.getScrollY() >= 100) {
            // stop scrolling in scrollpane 1
            scrollPane1.setScrollingDisabled(true, true);
            scrollPane1.cancel();

            // run scrollpane 2
            scrollPane2.setScrollingDisabled(true, false);

        }
    }

    @Override
    public void dispose() {
        stage.dispose();
    }

    private void fillDummyDataInHeader(Table stickyHeader) {
        stickyHeader.background(new TextureRegionDrawable(this.getPixel()).tint(new Color(0.1960F, 0.3921F, 0.7843F, 0.8F)));
        Image ic = new Image(new Texture("badlogic.jpg"));
        Label label = new Label("Hi, I am sticky header!", new Label.LabelStyle(new BitmapFont(), Color.WHITE));
        label.setAlignment(Align.center);
        stickyHeader.add(ic).pad(10).center().size(50);
        stickyHeader.row();
        stickyHeader.add(label).pad(10).center().growX();
    }

    private void fillDummyDataInList(Table list) {
        for (int i = 0; i < 10; i++) {
            Table row = new Table().background(new TextureRegionDrawable(this.getPixel()).tint(new Color(1F, 0.63921F, 0, 0.6F)));
            Image ic = new Image(new Texture("badlogic.jpg"));
            Label label = new Label("Row Item [" + (i + 1) + "]", new Label.LabelStyle(new BitmapFont(), Color.DARK_GRAY));
            row.add(ic).pad(20).size(40);
            row.add(label).height(100).growX();

            list.add(row).pad(20).padTop(0).growX();
            list.row();
        }
    }

    private Texture getPixel() {
        Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
        pixmap.setColor(1F, 1F, 1F, 1F);
        pixmap.fill();

        Texture texture = new Texture(pixmap);
        pixmap.dispose();
        return texture;
    }

}
package com.mygdx.game;
导入com.badlogic.gdx.ApplicationAdapter;
导入com.badlogic.gdx.gdx;
导入com.badlogic.gdx.graphics.Color;
导入com.badlogic.gdx.graphics.GL20;
导入com.badlogic.gdx.graphics.Pixmap;
导入com.badlogic.gdx.graphics.Texture;
导入com.badlogic.gdx.graphics.g2d.BitmapFont;
导入com.badlogic.gdx.scenes.scene2d.Stage;
导入com.badlogic.gdx.scenes.scene2d.ui.Image;
导入com.badlogic.gdx.scenes.scene2d.ui.Label;
导入com.badlogic.gdx.scenes.scene2d.ui.ScrollPane;
导入com.badlogic.gdx.scenes.scene2d.ui.Table;
导入com.badlogic.gdx.scenes.scene2d.utils.TextureRegionRavable;
导入com.badlogic.gdx.utils.Align;
公共类MyGdxGame扩展应用程序适配器{
私人舞台;
私有滚动窗格滚动窗格1;
私有滚动窗格滚动窗格2;
@凌驾
公共void create(){
阶段=新阶段();
Table baseContainer=新表();
表容器=新表();
scrollPane1=新的滚动窗格(容器);
表列表=新表();
scrollPane2=新的滚动窗格(列表);
Table mainHeader=新表();
背景(新的TextureRegionravable(this.getPixel()).tint(Color.GRAY));
Table stickyHeader=新表格();
container.add(mainsteader).height(100.growX();
container.row();
container.add(stickyHeader).height(200.growX();
container.row();
container.add(scrollPane2.grow();
baseContainer.setFillParent(true);
添加(滚动窗格1.grow();
stage.addActor(baseContainer);
Gdx.input.setInputProcessor(阶段);
this.fillDummyDataInHeader(stickyHeader);
this.fillDummyDataInList(列表);
}
@凌驾
公共空心调整大小(整型宽度、整型高度){
stage.getViewport().update(宽度、高度);
}
@凌驾
公共无效呈现(){
Gdx.gl.glClearColor(1,1,1,1);
Gdx.gl.glClear(GL20.gl\u颜色\u缓冲\u位);
舞台表演;
stage.draw();
//修复粘性标题
如果(scrollPane1.getScrollY()>=100){
//在滚动窗格1中停止滚动
scrollPane1.setScrollingDisabled(true,true);
滚动窗格1.cancel();
//运行滚动窗格2
scrollPane2.setScrollingDisabled(真、假);
}
}
@凌驾
公共空间处置(){
stage.dispose();
}
私有void fillDummyDataInHeader(表stickyHeader){
stickyHeader.background(新的TextureRegionRavable(this.getPixel()).tint(新的颜色(0.1960F、0.3921F、0.7843F、0.8F));
图像ic=新图像(新纹理(“badlogic.jpg”);
Label Label=新标签(“嗨,我是粘性标题!”,new Label.LabelStyle(new BitmapFont(),Color.WHITE));
标签.设置对齐(对齐.中心);
粘贴头.添加(ic).pad(10).center().尺寸(50);
stickyHeader.row();
stickyHeader.add(label).pad(10.center().growX();
}
私有void fillDummyDataInList(表列表){
对于(int i=0;i<10;i++){
Table row=new Table().background(新的TextureRegionravable(this.getPixel()).tint(新的颜色(1F,0.63921F,0.6F));
图像ic=新图像(新纹理(“badlogic.jpg”);
Label Label=新标签(“行项目[”+(i+1)+“]”,新标签.LabelStyle(新位图字体(),颜色.深灰色));
行。添加(ic)。衬垫(20)。尺寸(40);
row.add(label).height(100).growX();
list.add(row.pad(20.padTop(0.growX));
list.row();
}
}
私有纹理getPixel(){
Pixmap Pixmap=新的Pixmap(1,1,Pixmap.Format.rgba888);
像素贴图设置颜色(1F、1F、1F、1F);
pixmap.fill();
纹理=新纹理(pixmap);
dispose();
返回纹理;
}
}

使用
堆栈
是第二种解决方案,如下代码所示:

package com.mygdx.game;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Cell;
import com.badlogic.gdx.scenes.scene2d.ui.Container;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane;
import com.badlogic.gdx.scenes.scene2d.ui.Stack;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
import com.badlogic.gdx.utils.Align;

public class MyGdxGame extends ApplicationAdapter {
    private Stage stage;

    private ScrollPane scrollPane1;
    private Stack stack;
    private Table stickyHeader;
    private Container<Table> tableContainer;
    private Cell<Container<Table>> oldCell;

    @Override
    public void create() {
        stage = new Stage();

        Table baseContainer = new Table();

        Table container = new Table();
        scrollPane1 = new ScrollPane(container) {
            @Override
            protected void scrollY(float pixelsY) {
                super.scrollY(pixelsY);

                if (pixelsY >= 100F) {
                    stack.add(tableContainer);
                } else {
                    oldCell.setActor(tableContainer);
                }
            }
        };

        Table list = new Table();

        Table mainHeader = new Table();
        mainHeader.background(new TextureRegionDrawable(this.getPixel()).tint(Color.GRAY));

        stickyHeader = new Table();
        tableContainer = new Container<Table>(stickyHeader);
        container.add(mainHeader).height(100).growX();
        container.row();
        oldCell = container.add(tableContainer.fill().top().height(100)).height(100).growX();
        container.row();
        container.add(list).grow();

        baseContainer.setFillParent(true);
        stack = new Stack();
        stack.setFillParent(true);
        stack.add(scrollPane1);

        stage.addActor(stack);

        Gdx.input.setInputProcessor(stage);

        this.fillDummyDataInHeader(stickyHeader);
        this.fillDummyDataInList(list);
    }

    @Override
    public void resize(int width, int height) {
        stage.getViewport().update(width, height);
    }

    @Override
    public void render() {
        Gdx.gl.glClearColor(1, 1, 1, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        stage.act();
        stage.draw();
    }

    @Override
    public void dispose() {
        stage.dispose();
    }

    private void fillDummyDataInHeader(Table stickyHeader) {
        stickyHeader.background(new TextureRegionDrawable(this.getPixel()).tint(new Color(0.1960F, 0.3921F, 0.7843F, 0.8F)));
        Image ic = new Image(new Texture("badlogic.jpg"));
        Label label = new Label("Hi, I am sticky header!", new Label.LabelStyle(new BitmapFont(), Color.WHITE));
        label.setAlignment(Align.left);
        stickyHeader.add(ic).pad(10).left().size(50);
        stickyHeader.add(label).pad(10).left().growX();
    }

    private void fillDummyDataInList(Table list) {
        for (int i = 0; i < 10; i++) {
            Table row = new Table().background(new TextureRegionDrawable(this.getPixel()).tint(new Color(1F, 0.63921F, 0, 0.6F)));
            Image ic = new Image(new Texture("badlogic.jpg"));
            Label label = new Label("Row Item [" + (i + 1) + "]", new Label.LabelStyle(new BitmapFont(), Color.DARK_GRAY));
            row.add(ic).pad(20).size(40);
            row.add(label).height(100).growX();

            list.add(row).pad(20).padTop(0).growX();
            list.row();
        }
    }

    private Texture getPixel() {
        Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
        pixmap.setColor(1F, 1F, 1F, 1F);
        pixmap.fill();

        Texture texture = new Texture(pixmap);
        pixmap.dispose();
        return texture;
    }

}
package com.mygdx.game;
导入com.badlogic.gdx.ApplicationAdapter;
导入com.badlogic.gdx.gdx;
导入com.badlogic.gdx.graphics.Color;
导入com.badlogic.gdx.graphics.GL20;
导入com.badlogic.gdx.graphics.Pixmap;
导入com.badlogic.gdx.graphics.Texture;
导入com.badlogic.gdx.graphics.g2d.BitmapFont;
导入com.badlogic.gdx.scenes.scene2d.Stage;
导入com.badlogic.gdx.scenes.scene2d.ui.Cell;
导入com.badlogic.gdx.scenes.scene2d.ui.Container;
导入com.badlogic.gdx.scenes.scene2d.ui.Image;
导入com.badlogic.gdx.scenes.scene2d.ui.Label;
导入com.badlogic.gdx.scenes.scene2d.ui.ScrollPane;
导入com.badlogic.gdx.scenes.scene2d.ui.Stack;
导入com.badlogic.gdx.scenes.scene2d.ui.Table;
导入com.badlogic.gdx.scenes.scene2d.utils.TextureRegionRavable;
导入com.badlogic.gdx.utils.Align;
公共类MyGdxGame扩展应用程序适配器{
私人舞台;
私有滚动窗格滚动窗格1;
私有堆栈;
私有表粘贴头;
私人集装箱;
私人小区;
@凌驾
公共void create(){
阶段=新阶段();
Table baseContainer=新表();
表容器=新表();
scrollPane1=新的滚动窗格(容器){
@凌驾
受保护的空心滚动(浮动像素){
超级卷轴(像素);
如果(像素大于等于100F){
stack.add(tableCont