SL:print("11")
local function CheckIsInvalidCObject(widget)
-- 开关,不检测
if SL:GetMetaValue("GAME_DATA", "disable_check_cobject") == 1 then
return false
end
--
if widget == nil then
release_print("----------------------------------------")
release_print("LUA ERROR: target is nil value")
release_print(debug.traceback())
release_print("----------------------------------------")
return true
end
--
if tolua.isnull(widget) then
release_print("----------------------------------------")
release_print("LUA ERROR: target is invalid cobj")
release_print(debug.traceback())
release_print("----------------------------------------")
return true
end
return false
end
local pNode = GUI:Win_Create("Win_1", 0, 0, 1136, 640)
function GUI:UserUILayout2(pNode, param)
if CheckIsInvalidCObject(pNode) then
return false
end
local isScrollView = tolua.type(pNode) == "ccui.ScrollView"
pNode:stopAllActions()
--初始化默认值
param = param or {}
local dir = param.dir and param.dir or (isScrollView and pNode:getDirection() or 3)
dir = math.min(dir, 3)
local gap = param.gap
local addDir = param.addDir or 1
local colnum = param.colnum or 0
local autosize = param.autosize or false
local sortfunc = param.sortfunc
local interval = param.play and 0.01 or param.interval
local rownums = param.rownums or {}
local loadStyle = param.loadStyle or 1
local xGap = (gap and gap.x) and gap.x or (param.x or 0) -- 控件左右间距
local yGap = (gap and gap.y) and gap.y or (param.y or 0) -- 控件上下间距
local xMar = (gap and gap.l) and gap.l or (param.l or 0) -- 左边距
local yMar = (gap and gap.t) and gap.t or (param.t or 0) -- 上边距
--水平和垂直方向只能有一个
local visibleChildren = {}
for i,v in ipairs(pNode:getChildren()) do
if v and v:isVisible() then
v:setAnchorPoint({x = 0.5, y = 0.5})
table.insert(visibleChildren, v)
end
end
local num = #visibleChildren
if num == 0 then
return cc.size(0, 0)
end
if isScrollView then
pNode:setDirection(dir)
end
local cSize = visibleChildren[1]:getContentSize()
local pSize = pNode:getContentSize()
local width = xMar * 2
local height = yMar * 2
local offX = 0
local offY = 0
if dir == 1 then -- 垂直
height = height + num * (cSize.height + yGap) - yGap
width = pSize.width
if width > cSize.width then
width = cSize.width
end
elseif dir == 2 then -- 水平
width = width + num * (cSize.width + xGap) - xGap
height = pSize.height
if height > cSize.height then
height = cSize.height
end
else -- 多行多列
local rownum = 0
for i,cnt in ipairs(rownums) do
if cnt and tonumber(cnt) then
colnum = math.max(colnum, cnt)
if autosize then
if cnt > 0 then
rownum = rownum + 1
end
else
rownum = rownum + 1
end
end
end
if colnum < 1 then
colnum = math.max(1, math.floor(pSize.width / cSize.width))
end
if rownum == 0 then
rownum = math.ceil(num / colnum)
end
width = width + colnum * (cSize.width + xGap) - xGap
height = height + rownum * (cSize.height + yGap) - yGap
end
-- 设置容器的尺寸
if autosize then
pNode:setContentSize({width = width, height = height})
if isScrollView then
pNode:setInnerContainerSize({width = width, height = height})
end
else
if pSize.width > width then
offX = (pSize.width - width) / 2
end
if pSize.height > height then
offY = (pSize.height - height) / 2
end
width = math.max(pSize.width, width)
height = math.max(pSize.height, height)
if isScrollView then
pNode:setInnerContainerSize({width = width, height = height})
else
pNode:setContentSize({width = width, height = height})
end
end
-- 自己排序
if sortfunc then
sortfunc(visibleChildren)
end
local scrollFunc = {
[1] = function ()
if addDir == 2 then
pNode:scrollToPercentVertical(50, 0.01, false)
elseif addDir == 3 then
pNode:scrollToPercentVertical(100, 0.01, false)
end
end,
[2] = function ()
if addDir == 2 then
pNode:scrollToPercentHorizontal(50, 0.01, false)
elseif addDir == 3 then
pNode:scrollToPercentHorizontal(100, 0.01, false)
end
end
}
-- 水平垂直滚动指定位置
if isScrollView and (dir == 1 or dir == 2) then
local func = scrollFunc[dir]
if func then
func()
end
end
if dir > 2 then -- 双方向
local rows = {}
local cnum = 0
for i,cnt in ipairs(rownums) do
if cnt and tonumber(cnt) then
cnum = cnum + cnt
if autosize then
if cnt > 0 then
rows[#rows+1] = cnum
end
else
rows[i] = cnum
end
end
end
for i,item in ipairs(visibleChildren) do
local hang = math.ceil(i / colnum)
local k = i
for r,v in ipairs(rows) do
if i <= v then
hang = r
if rows[r-1] then
k = i - rows[r-1]
end
break
end
end
local x = 0
local y = 0
local mod = k % colnum
if addDir == 2 then
if autosize then
x = mod == 0 and xMar + offX + cSize.width/2 or (xMar + (colnum - mod + 1-0.5) * (cSize.width + xGap) - xGap/2) + offX
else
x = mod == 0 and xMar + offX * 2 + cSize.width/2 or (xMar + (colnum - mod + 1-0.5) * (cSize.width + xGap) - xGap/2) + offX * 2
end
else
if autosize then
x = mod == 0 and (width - xMar - cSize.width/2) - offX or (xMar + (mod-0.5) * (cSize.width + xGap) - xGap/2) + offX
else
x = mod == 0 and (width - xMar - cSize.width/2) - offX * 2 or (xMar + (mod-0.5) * (cSize.width + xGap) - xGap/2)
end
end
if loadStyle == 3 then
y = yMar + (hang - 0.5) * cSize.height + (hang - 1) * yGap
elseif loadStyle == 2 then
y = height - yMar - (hang - 0.5) * cSize.height - (hang - 1) * yGap - offY
else
y = height - yMar - (hang - 0.5) * cSize.height - (hang - 1) * yGap
end
item:setPosition({x = x, y = y})
if interval then
item:setVisible(false)
item:runAction(cc.Sequence:create(cc.DelayTime:create(i*interval), cc.Show:create()))
else
item:setVisible(true)
end
end
else -- 水平、垂直
for i,item in ipairs(visibleChildren) do
local x = 0
local y = 0
if dir == 1 then
x = width / 2
if addDir == 1 then -- 上到下
y = height - yMar - cSize.height*(i-0.5) - (i-1) * yGap
elseif addDir == 3 then -- 下到上
y = yMar + cSize.height*(i-0.5) + (i-1) * yGap
else -- 居中
y = height - yMar - cSize.height*(i-0.5) - (i-1) * yGap - offY
item.__pos = clone({x = x, y = y})
y = height / 2
end
elseif dir == 2 then
y = height / 2
if addDir == 1 then -- 左到右
x = xMar + cSize.width*(i-0.5) + (i-1) * xGap
elseif addDir == 3 then -- 右到左
x = width - xMar - cSize.width*(i-0.5) - (i-1) * xGap
else -- 居中
x = width - xMar - cSize.width*(i-0.5) - (i-1) * xGap - offX
item.__pos = clone({x = x, y = y})
x = width / 2
end
end
item:setPosition({x = x, y = y})
if interval then
item:setVisible(false)
else
item:setVisible(true)
end
end
if interval then
if addDir == 2 then
local r = math.floor(num / 2)
local minR = num % 2 == 0 and r or r + 1
local maxR = r + 1
for i=1,num do
local item = visibleChildren[i]
if item then
local t = 1
t = i > maxR and i - maxR or t
t = i < minR and minR - i or t
item:setLocalZOrder(t)
item:setVisible(true)
item:setOpacity(0)
item:runAction(cc.Spawn:create(cc.FadeTo:create(interval * t, 255), cc.EaseExponentialOut:create(cc.MoveTo:create(interval * t, item.__pos))))
end
end
else
for i=1,num do
local item = visibleChildren[i]
if item then
item:runAction(cc.Sequence:create(cc.DelayTime:create(i*interval), cc.Show:create()))
end
end
end
end
end
return cc.size(width, height)
end
local parent = GUI:Win_Create("Win_1", 500, 380, 1136, 640)
-- 左 下
local Layout = GUI:Layout_Create(parent, "Layout", 50,50, 500.00, 200.00, false)
GUI:setAnchorPoint(Layout, 0.5, 0.5)
local Button_1 = GUI:Button_Create(Layout, "button_1", 100.00, 0.00, "res/public/1900000660.png")
GUI:Win_SetParam(Button_1, 1)
GUI:Button_setTitleText(Button_1, "button_1")
local Button_2 = GUI:Button_Create(Layout, "button_2", 200.00, 0.00, "res/public/1900000660.png")
GUI:Win_SetParam(Button_2, 2)
GUI:Button_setTitleText(Button_2, "button_2")
local Button_3 = GUI:Button_Create(Layout, "button_3", 300.00, 100.00, "res/public/1900000660.png")
GUI:Win_SetParam(Button_3, 2)
GUI:Button_setTitleText(Button_3, "button_3")
GUI:UserUILayout2(Layout, {
dir=2,
addDir=2,
interval=1,
gap = {x=1},
sortfunc = function (lists)
table.sort(lists, function (a, b)
return GUI:Win_GetParam(a) > GUI:Win_GetParam(b)
end)
end
})