Edit: I've made a github repo for my SKButtonNode that I'll hopefully be keeping current and updating as swift evolves!
SKButtonNode
Unfortunately I cannot comment yet on Filip's swift implementation of SKButton in Swift. Super happy that he made this in Swift! But, I noticed that he didn't include a function to add text to the button. This is a huge feature to me, so that you don't have to create separate assets for every single button, rather just the background and add dynamic text.
I added a simple function to add a text label to SKButton. It likely isn't perfect--I'm new to Swift just like everyone else! Feel free to comment and help me update this to the best it can be. Hope you guys like!
//Define label with the textures
var defaultTexture: SKTexture
var selectedTexture: SKTexture
//New defining of label
var label: SKLabelNode
//Updated init() function:
init(normalTexture defaultTexture: SKTexture!, selectedTexture:SKTexture!, disabledTexture: SKTexture?) {
self.defaultTexture = defaultTexture
self.selectedTexture = selectedTexture
self.disabledTexture = disabledTexture
//New initialization of label
self.label = SKLabelNode(fontNamed: "Helvetica");
super.init(texture: defaultTexture, color: UIColor.whiteColor(), size: defaultTexture.size())
userInteractionEnabled = true
//Creating and adding a blank label, centered on the button
self.label.verticalAlignmentMode = SKLabelVerticalAlignmentMode.Center;
self.label.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Center;
addChild(self.label)
// Adding this node as an empty layer. Without it the touch functions are not being called
// The reason for this is unknown when this was implemented...?
let bugFixLayerNode = SKSpriteNode(texture: nil, color: nil, size: defaultTexture.size())
bugFixLayerNode.position = self.position
addChild(bugFixLayerNode)
}
/*
New function for setting text. Calling function multiple times does
not create a ton of new labels, just updates existing label.
You can set the title, font type and font size with this function
*/
func setButtonLabel(#title: NSString, font: String, fontSize: CGFloat) {
var title = title
var font = font
var fontSize = fontSize
self.label.text = title
self.label.fontSize = fontSize
self.label.fontName = font
}
Sample creation of button:
var buttonTexture = SKTexture(imageNamed: "Button");
var buttonPressedTexture = SKTexture(imageNamed: "Button Pressed");
var button = SKButton(normalTexture:buttonTexture, selectedTexture:buttonPressedTexture, disabledTexture:buttonPressedTexture);
button.setButtonLabel(title: "Play",font: "Helvetica",fontSize: 40);
button.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2);
self.addChild(button);
Full Class Listed Below:
import Foundation
import SpriteKit
class SKButton: SKSpriteNode {
enum FTButtonActionType: Int {
case TouchUpInside = 1,
TouchDown, TouchUp
}
var isEnabled: Bool = true {
didSet {
if (disabledTexture != nil) {
texture = isEnabled ? defaultTexture : disabledTexture
}
}
}
var isSelected: Bool = false {
didSet {
texture = isSelected ? selectedTexture : defaultTexture
}
}
var defaultTexture: SKTexture
var selectedTexture: SKTexture
var label: SKLabelNode
required init(coder: NSCoder) {
fatalError("NSCoding not supported")
}
init(normalTexture defaultTexture: SKTexture!, selectedTexture:SKTexture!, disabledTexture: SKTexture?) {
self.defaultTexture = defaultTexture
self.selectedTexture = selectedTexture
self.disabledTexture = disabledTexture
self.label = SKLabelNode(fontNamed: "Helvetica");
super.init(texture: defaultTexture, color: UIColor.whiteColor(), size: defaultTexture.size())
userInteractionEnabled = true
self.label.verticalAlignmentMode = SKLabelVerticalAlignmentMode.Center;
self.label.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Center;
addChild(self.label)
// Adding this node as an empty layer. Without it the touch functions are not being called
// The reason for this is unknown when this was implemented...?
let bugFixLayerNode = SKSpriteNode(texture: nil, color: nil, size: defaultTexture.size())
bugFixLayerNode.position = self.position
addChild(bugFixLayerNode)
}
/**
* Taking a target object and adding an action that is triggered by a button event.
*/
func setButtonAction(target: AnyObject, triggerEvent event:FTButtonActionType, action:Selector) {
switch (event) {
case .TouchUpInside:
targetTouchUpInside = target
actionTouchUpInside = action
case .TouchDown:
targetTouchDown = target
actionTouchDown = action
case .TouchUp:
targetTouchUp = target
actionTouchUp = action
}
}
func setButtonLabel(#title: NSString, font: String, fontSize: CGFloat) {
var title = title;
var font = font;
var fontSize = fontSize;
self.label.text = title;
self.label.fontSize = fontSize;
self.label.fontName = font;
}
var disabledTexture: SKTexture?
var actionTouchUpInside: Selector?
var actionTouchUp: Selector?
var actionTouchDown: Selector?
weak var targetTouchUpInside: AnyObject?
weak var targetTouchUp: AnyObject?
weak var targetTouchDown: AnyObject?
override func touchesBegan(touches: NSSet!, withEvent event: UIEvent!) {
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (!isEnabled) {
return
}
isSelected = true
if (targetTouchDown != nil && targetTouchDown!.respondsToSelector(actionTouchDown!)) {
UIApplication.sharedApplication().sendAction(actionTouchDown!, to: targetTouchDown, from: self, forEvent: nil)
}
}
override func touchesMoved(touches: NSSet!, withEvent event: UIEvent!) {
if (!isEnabled) {
return
}
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (CGRectContainsPoint(frame, touchLocation)) {
isSelected = true
} else {
isSelected = false
}
}
override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) {
if (!isEnabled) {
return
}
isSelected = false
if (targetTouchUpInside != nil && targetTouchUpInside!.respondsToSelector(actionTouchUpInside!)) {
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (CGRectContainsPoint(frame, touchLocation) ) {
UIApplication.sharedApplication().sendAction(actionTouchUpInside!, to: targetTouchUpInside, from: self, forEvent: nil)
}
}
if (targetTouchUp != nil && targetTouchUp!.respondsToSelector(actionTouchUp!)) {
UIApplication.sharedApplication().sendAction(actionTouchUp!, to: targetTouchUp, from: self, forEvent: nil)
}
}
}