Does anybody know the best practice approach to getting an array of CCMenuItems to align to a grid? This is a cocos2d question
For example :
int lev
You just have to call one of the overloaded alignItemsInColumns or alignItemsInRows methods. For example if you have 15 menu items and you want 3 rows of 5 columns, do this:
CCMenu* menu = [CCMenu menuWithItems:...];
NSNumber* itemsPerRow = [NSNumber numberWithInt:5];
[menu alignItemsInColumns:itemsPerRow, itemsPerRow, itemsPerRow, nil];
The only down side is that there doesn't seem to be a way to set padding when aligning to a grid.
Here is my solution, i hope it helps.
First define this struct somewhere:
typedef struct
{
int cols;
}RowInfo;
Then:
-(void)layoutMenu:(CCMenu *)menu rowInfo:(RowInfo[])inf rows:(int)rows padding:(CGPoint)padding
{
CCMenuItem *dummy = (CCMenuItem *)[menu.children objectAtIndex:0];
int itemIndex = 0;
float w = dummy.contentSize.width;
float h = dummy.contentSize.height;
CGSize screenSize = [[CCDirector sharedDirector]winSize];
CCArray *items = [menu children];
float startX;
for (int i = rows - 1; i >=0; i--)
{
int colsNow = info[i].cols;
startX = (screenSize.width - (colsNow * w + padding.x * (colsNow - 1)))/2;
float y = i * (padding.y + h);
for (int j = 0; j < colsNow; j++)
{
CCMenuItem *item = (CCMenuItem *)[items objectAtIndex:itemIndex];
item.anchorPoint = ccp(0,0);
item.position = ccp(startX, y);
startX += padding.x + w;
itemIndex++;
}
}
}
The call goes like this(a custom keyboard):
//create custom keyboard
NSArray *captions = [NSArray arrayWithObjects:
@"Q", @"W", @"E", @"R", @"T", @"Y", @"U", @"I", @"O", @"P",
@"A", @"S", @"D", @"F", @"G",@"H", @"J", @"K", @"L",
@"Z", @"X", @"C", @"V", @"B", @"N", @"M", nil];
CCMenu *menu = [CCMenu menuWithItems:nil];
[self addChild:menu];
for (NSString *caption in captions)
{
CCLabelTTF *label = [CCLabelTTF labelWithString:caption fontName:@"Courier" fontSize:25];
CCMenuItemLabel *item = [CCMenuItemLabel itemWithLabel:label target:self selector:@selector(callDelegate:)];
[menu addChild:item];
}
RowInfo info[3] = {{7}, {9}, {10}}; //inverse order
[self layoutMenu:menu withRowInfo:info rows:3 padding:ccp(15, 15)];
May be you can try this....
[menuArray alignItemsVerticallyWithPadding:20.0];
or
[first_menu alignItemsHorizontallyWithPadding:20.0];
Ok, while not as flexible as I would like, I've got a decent enough solution for my purposes. Anyone else can feel free to use this code if they too find it useful.
//////// Put images (or whatever) for all levels in an array /////////
int levelCount = 15;
NSMutableArray* menuArray = [NSMutableArray arrayWithCapacity:levelCount];
for (int x = 1; x<=levelCount; x++) {
CCLOG(@"Creating level icon for Level %i", x);
CCMenuItemImage* item = [CCMenuItemImage itemFromNormalImage:@"Button2n.png"
selectedImage:@"Button2s.png"
target:self
selector:@selector(onPlay:)];
[menuArray addObject:item];
}
//////// arrange in a grid with specific number of columns /////////
CGSize screenSize = [CCDirector sharedDirector].winSize;
int columns = 5;
int spaceBetweenColumns = columns + 1;
int spacing = screenSize.width / spaceBetweenColumns;
CCLOG(@"screenWidth (%f) / columnsWithEdges (%i) = spacing = %i, ", screenSize.width, spaceBetweenColumns, spacing);
CGPoint currentDrawPoint = CGPointMake(0, screenSize.height - spacing); // start at the top
for (CCMenuItem *item in menuArray) {
currentDrawPoint.x = currentDrawPoint.x + spacing;
if (currentDrawPoint.x > (columns * spacing)) {
// start a new line as we have reached the end of the previous one
currentDrawPoint.x = spacing;
currentDrawPoint.y = currentDrawPoint.y - spacing;
}
item.position = currentDrawPoint;
[self addChild:item];
}
To the best of my knowledge Anish's answer is your best course of action. It would be the same as aligning to a grid and it is what I personally use. Just set your menu position and alignment padding and you should have what you are looking for.