Utilities for creating Scene2D
widgets using Kotlin type-safe builders.
Building Scene2D
GUIs in Java usually leads to overly verbose, complicated code. It is hard to reason about how it
will actually look on the screen. As opposed to HTML, XML or other easily readable markup languages, Java rarely forms
visually appealing GUI templates. Kotlin type-safe builders DSL is a great compromise between the two: readability of
a markup language meets flexibility and expressiveness of a programming language.
ktx-scene2d
provides a number of factory and extension methods that mimic the original Scene2D
API, allowing you to
use Kotlin type-safe builder DSL. Methods were designed to match the original API as closely as possible.
All ktx-scene2d
DSL methods that create Scene2D widgets match names of widget classes converted to lower camel case,
and contain similar parameters to widgets constructors. For example, you can use label
method to construct a
com.badlogic.gdx.scenes.scene2d.ui.Label
, passing a CharSequence
(text of the label) and optional Skin
and
LabelStyle
name as parameters. If you are familiar with Scene2D
API, ktx-scene2d
should feel natural.
To access the Scene2D DSL, you can use the scene2d
object:
import ktx.scene2d.*
val myFirstActor = scene2d.label(text = "Hello World!")
To avoid passing a custom Skin
instance to create the actors, make sure to set the default Skin
before building UIs:
import com.badlogic.gdx.scenes.scene2d.ui.Skin
import ktx.scene2d.*
fun setDefaultSkin() {
Scene2DSkin.defaultSkin = Skin()
}
scene2d
provides factory methods for all official Scene2D actors. These can be divided into the following groups:
- Root actors: these actors are usually added directly to a
Stage
:dialog
window
- Parent actors - widgets that can have nested children:
- Parental widgets that were designed to store actors and control their layout:
buttonTable
container
horizontalGroup
scrollPane
splitPane
stack
table
tree
verticalGroup
- Parental widgets that can store actors due to their type hierarchy, but do not have to:
button
checkBox
imageButton
imageTextButton
textButton
- Parental widgets that were designed to store actors and control their layout:
- Child actors - basic Scene2D widgets that cannot have any children:
image
label
listWidget
,listWidgetOf
particleEffect
progressBar
selectBox
,selectBoxOf
slider
textArea
textField
touchpad
Additionally, tooltip
and textTooltip
extension methods were added to all actors to ease creation of tooltips.
When it comes to building user interfaces, you usually start with a single parent or root actor and fill it with widgets:
import ktx.scene2d.*
scene2d.table {
label("Hello world!")
}
The example above would create a Table
instance with a single Label
child.
All factory methods return instances of the created actors. If you need a direct reference to an actor, you can always assign the result of the factory method:
import ktx.scene2d.*
val myRoot = scene2d.table {
val myLabel = label("Hello world!")
// myLabel is Label
}
// myRoot is Table
Actors also can be nested:
import ktx.scene2d.*
val myTable = scene2d.table {
button {
label("Click me.")
}
}
The snippet above would create a Table
instance with a single Button
child containing a nested Label
. There are no
practical nesting limits: as long as you do not manually set up circular references (actors being parents of themselves),
your widget hierarchies should just work.
Thanks to Kotlin's @DslMarker
, you cannot implicitly access parents from within children blocks, which resolves most
scoping issues. For example, Label
is not a Group
and it cannot have children, so this code would not compile:
import ktx.scene2d.*
val myTable = scene2d.table {
label("Not a real parent.") {
label("Invalid.") // !!! Does not compile: outside of `table` scope.
}
}
This ensures that the layout of your code will translate to the actual widgets hierarchy in the GUI.
While certainly less verbose than Java, this DSL would not be very useful without the possibility to customize the widgets. Let's consider this example of widget customization written in Java:
public Table createTableWithLabel(Skin skin) {
Table table = new Table(skin);
table.pad(4f);
Label label = new Label("Example.", skin);
label.setColor(Color.RED);
table.add(label);
return table;
}
Notice how you have to pass the Skin
instance every time you want to create a new widget with a predefined style.
The widgets hierarchy is not clear at first glance, which only gets worse as more widgets are added. You have
to read through the code and find add
calls to understand how the UI is built.
When to it comes to ktx-scene2d
, widgets can be customized in the following ways:
- Method parameters: values necessary to construct the widgets can be passed as parameters.
- Building blocks: lambdas can be used along with the factory methods to customize the widgets.
Lambdas receive the widget as
this
, which makes it very simple to access widget properties.
For example:
val label = scene2d.label("Label text is a necessary parameter!") {
this is Label // == true
// You can customize your label here! Let's change the color of the label:
color = Color.RED
}
Now, let's rewrite the previous Java customization example in Kotlin with ktx-scene2D
DSL:
import ktx.scene2d.*
import com.badlogic.gdx.graphics.Color
val myTable = scene2d.table {
pad(4f) // Setting table padding.
label("Example.") {
color = Color.RED // Setting label color.
}
}
Not only is the hierarchy clearer - the label
is clearly a child of the table
- but also the settings are less
verbose to customize.
Building your code with Kotlin DSL is also safer. Actors hierarchy in your code is preserved and reflected in the UI.
You do not have to remember to add the Label
to the Table
explicitly, as the structure of your code already
dictates how and when the actors will be connected.
Also, you do not have to worry to accidentally changing properties of nested actors - Kotlin DSL capabilities prevent that during compilation:
scene2d.table {
label("This would not compile") {
pad(4f) // !!! Compilation error: `pad` belongs to the `table`, not `label`.
}
pad(4f) // This is OK, as we are still in the `table` scope.
}
In the building blocks you have full access to the Scene2D widgets API - type-safe Kotlin builders are just
providing some syntax sugar. Keep in mind that Scene2D was written in Java, so while some properties are Kotlin-compatible
(color = Color.RED
), most are not (setWrap(true)
). This is because we wanted to create a thin wrapper over Scene2D,
and we opted against duplicating its entire API. It is still pretty straightforward to configure most actors.
All building blocks are inlined during compilation, which means there is little to no runtime overhead when using
ktx-scene2d
. This code will be pretty much as fast as your good old Java, while remaining cleaner and safer.
Skin
instances store styles of the widgets and other GUI assets - like fonts and drawables.
Additionally to standard constructor parameters, most factory methods also include skin
and style
parameters
that default to Scene2DSkin.defaultSkin
and "default"
respectively. To globally set the Skin
instance that will
be used by default to create your widgets, modify defaultSkin
field of Scene2DSkin
container:
import com.badlogic.gdx.scenes.scene2d.ui.Skin
import ktx.scene2d.*
fun createSkin() {
val mySkin: Skin = TODO("Create your skin.")
Scene2DSkin.defaultSkin = mySkin
}
If the default Skin
is not set, any attempt to create a widget that requires a style will end with an exception unless
a custom Skin
instance is passed to the factory method.
Scene2DSkin
class includes support for listeners that will be invoked each time you reload your skin. For example, you
can introduce different GUI skins in your application and add a listener that recreates the GUI each time the theme is
changed:
import com.badlogic.gdx.scenes.scene2d.ui.Skin
import ktx.scene2d.*
fun setupListener(myViewsManager: MyClass) {
Scene2DSkin.addListener {
// Invoked each time defaultSkin is changed.
myViewsManager.reloadViews()
}
Scene2DSkin.defaultSkin = Skin() // Invokes the listener.
}
This makes it easy to access Skin
resources for your widgets, as the Skin
will be provided by default.
style
name parameter allows you to choose the look of your widgets by fetching the widget style defined in your Skin
.
For example, you can easily change styles of labels by using their style
and skin
parameters:
import ktx.scene2d.*
val labelWithCustomStyle = scene2d.label(text = "Custom style!", style = "custom")
// You can also omit Scene2DSkin.defaultSkin altogether and pass a custom Skin:
val labelWithCustomSkin = scene2d.label(text = "Custom skin!", skin = mySkin, style = "custom")
When constructing Skin
instances and defining styles for your UI, ktx-style
module might prove useful.
Stage
is a crucial part of the Scene2D
API. It contains the root actor that is the parent of all the displayed
widgets. It handles input processing, rendering and resizing. If you are unfamiliar with Stage
API, try reading
the resources listed at the bottom of the page.
Initiating Stage
instances:
// Default settings:
val stage = Stage()
// Custom viewport:
val stage = Stage(ExtendViewport(800, 600))
// Custom viewport and batch:
val stage = Stage(ExtendViewport(800, 600), SpriteBatch())
Using ktx-actors
:
import ktx.actors.stage
val stage = stage(batch = SpriteBatch())
If you are already using a SpriteBatch
to render your textures, reusing the same instance for Stage
is recommended.
Make sure to set the Stage
as the input processor before it is rendered to listen for input events:
Gdx.input.inputProcessor = stage
ktx-scene2d
provides a Stage.actors
extension method that allows to add actors directly to a Stage
:
stage.actors {
label("Will be added to the stage!")
}
You can define multiple widgets in the actors
block. All top-level widgets will be added to the stage:
stage.actors {
label("This stage will have 3 direct children:")
textButton("A label, a text button and a table.")
table {
label("Nested actors still work as expected.")
}
}
Remember that if you do not use the actors
extension, you have to add your actors to the Stage
with addActor
.
For example:
val myTable = scene2d.table {
label("This table will be added to a stage manually.")
}
stage.addActor(myTable)
This is a minimal example application that creates and renders a very basic UI:
import com.badlogic.gdx.ApplicationAdapter
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.scenes.scene2d.Stage
import com.kotcrab.vis.ui.VisUI
import ktx.scene2d.*
class Example: ApplicationAdapter() {
lateinit var stage: Stage
override fun create() {
stage = Stage()
Scene2DSkin.defaultSkin = TODO("Load your skin here.")
stage.actors {
// Root actor added directly to the stage - a table:
table {
// Table settings:
setFillParent(true)
background("white")
// Table children:
label("Hello world!")
}
}
Gdx.input.inputProcessor = stage
}
override fun render() {
// Clear screen here. ktx-app might be useful.
stage.act()
stage.draw()
}
}
Note that ktx-app
module makes it easier to work with input processors and multiple application screens,
while ktx-actors
module has some general Scene2D
utilities including Stage
factory function.
This section describes the internal implementation of the DSL.
To avoid method collisions and ease the implementation of type-safe builders, most so-called "parental" widgets (extending
Group
class) were extended with K
prefix. Table
-extending widgets in ktx-scene2d
now implement the KTable
interface, which gives access to inlined builder methods that allows to customize the added widgets, as well as their
Cell
instances. Regular WidgetGroup
-extending widgets now implement KGroup
interface, which allows to build their
children with type-safe builder syntax.
The only exceptions from the naming scheme are the KTableWidget
, KTreeWidget
and KListWidget
, which extend Table
,
Tree
and List
respectively. Also, KListWidget
factory methods are named listWidget
and listWidgetOf
instead
of list
or listOf
to avoid collisions with Kotlin standard library.
You generally do not have to worry about the KWidgets
: you can still reference these by their original extended class.
This is basically just an internal representation: we chose not to create entirely new class hierarchy for the builders
(as opposed to simply extending existing Scene2D
classes) as it would basically require to rewrite the entirety of
Scene2D
module.
Loading and setting up the default Skin
:
import ktx.scene2d.*
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.scenes.scene2d.ui.Skin
fun loadSkin() {
Scene2DSkin.defaultSkin = Skin(Gdx.files.internal("ui.json"))
}
// Note: ktx-assets and ktx-asset-async might help with asset loading.
Creating a Table
with a Label
child:
import ktx.scene2d.*
val table = scene2d.table {
label("Hello world!")
}
Creating a Table
with a customized background image and a Label
with custom color:
import ktx.scene2d.*
import com.badlogic.gdx.graphics.Color
val table = scene2d.table {
background("button")
label("Hello world!") {
color = Color.CORAL
}
}
Adding actors to a Stage
:
import com.badlogic.gdx.scenes.scene2d.Stage
import ktx.scene2d.*
fun addActorsToStage(stage: Stage) {
stage.actors {
table {
label("This table will be added to the stage.")
}
textButton("This button will also be added to the stage.")
}
}
Accessing nested actors:
import com.badlogic.gdx.scenes.scene2d.ui.Label
import ktx.scene2d.*
// Thanks to Kotlin contracts, our widget builders are ensured
// to be executed exactly once, which makes assignment of nested
// actors possible:
val myLabel: Label
val myTable = scene2d.table {
myLabel = label("Kotlin contracts make it possible!")
}
Customizing layout of a Window
using Cell
properties:
import ktx.scene2d.*
import com.badlogic.gdx.graphics.Color
val window = scene2d.window(title = "Hello world!") {
button { cell ->
// Changing button properties - button is "this":
color = Color.CORAL
// Changing cell properties:
cell.fillX().row()
}
table {
// Changing nested table properties:
defaults().pad(2f)
// Adding table children:
label("Nested")
label("table")
label("of")
label("labels.")
// Cell of the nested actor is also available through "it":
it.spaceBottom(10f).row()
}
textButton(text = "Click me!")
// Packing the root window:
pack()
}
Accessing Cell
instances of Table
children:
import ktx.scene2d.*
import com.badlogic.gdx.scenes.scene2d.ui.Cell
import com.badlogic.gdx.scenes.scene2d.ui.Label
val table = scene2d.table {
// Actors within tables (and other widgets that extend table like windows)
// have access to their cells which allow to customize the layout.
val label: Label = label("Cell properties modified.").cell(expand = true)
val cell: Cell<Label> = label("Wrapped in cell.").inCell
val combined: Cell<Label> = label("Modified and wrapped.").cell(expand = true).inCell
val afterBuildingBlock: Cell<Label> = label("Not limited to no init block actors.") {
setWrap(true)
}.cell(expand = true).inCell
val inBuildingBlock = label("Also available as building block parameter.") { cell ->
cell.expand()
}
// Cells are available only for direct children of tables (or its extensions).
stack {
// These would not compile:
label("Invalid.").cell(expand = true) // Not in a table!
label("Invalid").inCell // Not in a cell!
}
}
Creating Tree
of Label
instances:
import ktx.scene2d.*
val tree = scene2d.tree {
label("Node")
label("Node")
label("Nest") { node ->
node {
label("Nested") { node ->
node.label("Nested")
}
label("Nested")
}
}
label("Node")
}
Accessing Node
instances of Tree
children outside of building blocks (note that KNode
is KTX custom wrapper
of libGDX Tree.Node
with additional building API support):
import ktx.scene2d.*
import com.badlogic.gdx.scenes.scene2d.ui.Label
val tree = scene2d.tree {
// Children on trees have access to nodes, which allow to customize tree layout:
val label: Label = label("Node properties modified.").node(expanded = true)
val cell: KNode<Label> = label("Wrapped in node.").inNode
val combined: KNode<Label> = label("Modified and wrapped.").node(expanded = true).inNode
val afterBuildingBlock: KNode<Label> = label("Not limited to no init block actors.") {
setWrap(true)
}.node(expanded = true).inNode
val inBuildingBlock = label("Also available as building block parameter.") { node ->
node.isExpanded = true
}
}
Creating List
and SelectBox
widgets storing strings:
import ktx.scene2d.*
import com.badlogic.gdx.utils.Array as GdxArray
val table = scene2d.table {
// List and SelectBox generics represent the types of items that they store.
listWidget<String> {
-"First"
-"Second"
-"Third"
}
selectBox<String> {
-"First"
-"Second"
-"Third"
// Note that these building blocks have no cell or node parameters.
// You can access table cells and tree nodes outside the lambdas:
}.cell(row = true)
}
val withoutBuildingBlocks = scene2d.table {
// You can also define the widgets with lists of items:
listWidgetOf(GdxArray.with("First", "Second", "Third"))
selectBoxOf(GdxArray.with("First", "Second", "Third"))
// Empty list:
listWidgetOf<String>()
}
Adding tooltips to actors:
import ktx.scene2d.*
val labelWithTooltips = scene2d {
label("Text") {
textTooltip(text = "This is a simple text tooltip!") {
// You can customize tooltip's Label here.
}
tooltip {
label("This is a complex tooltip using a table!").cell(row = true)
label("It can have multiple widgets and custom layouts.")
}
}
}
Creating images with various asset types:
import ktx.scene2d.*
scene2d.table {
// Extract a named asset from a Skin:
image("button")
// Or use the assets directly:
image(Drawable(...))
image(NinePatch(...))
image(TextureRegion(...))
image(Texture(...))
}
Using the DSL in a custom actor class:
import com.badlogic.gdx.scenes.scene2d.ui.Table
import ktx.scene2d.KTable
// Note the KTable interface:
class MyTable: Table(), KTable {
init {
table {
label("You can use KTX DSL as long as you implement the interface!")
}
row()
textButton("Click me!")
}
}
/*
Widget interfaces:
- KTable: for actors that extend Table
- KGroup: for basic group actors such as HorizontalGroup
- KTree: for tree-based actors such as Tree
- KWidget: a generic interface that allows to fully customize actor storage
*/
Advanced usage example - extending the ktx-scene2d
DSL with a custom widget:
import com.badlogic.gdx.scenes.scene2d.ui.Skin
import com.badlogic.gdx.scenes.scene2d.ui.Table
import ktx.scene2d.*
// Depending on the class hierarchy, your widget should implement
// the following ktx-scene2d interface:
// - Table: ktx.scene2d.KTable
// - Group: ktx.scene2d.KGroup
// - Tree: ktx.scene2d.KTree
// If the actor is not a group and cannot have any children,
// you do not need to implement any interface.
/** Example of a custom widget that extends libGDX Table. */
@Scene2dDsl
class MyCustomWidget(
styleName: String, skin: Skin
) : Table(skin), KTable {
// Implement your custom widget here.
init {
// Example of widget customization -
// setting table defaults with a custom style object:
val style = skin[styleName, MyCustomWidgetStyle::class.java]
this.pad(style.pad)
}
}
/** Example of a custom widget style class . */
data class MyCustomWidgetStyle(val pad: Float = 0f)
// Adding a factory method for the custom widget:
/**
* Adds DSL that creates [MyCustomWidget].
* @param skin defines style of the widget.
* @param style name of a [MyCustomWidgetStyle] stored in [skin].
* @param init customization code.
*/
@Scene2dDsl
inline fun <S> KWidget<S>.myCustomWidget(
// This ensures a Skin is supplied by default:
skin: Skin = Scene2DSkin.defaultSkin,
// This supplies a default style name, making it optional:
style: String = defaultStyle,
// This is the lambda that you can use to customize the widget:
init: MyCustomWidget.(S) -> Unit = {}
): MyCustomWidget = actor(MyCustomWidget(style, skin), init)
// Creating our custom widget with ktx-scene2d DSL:
fun usageExample() {
scene2d.myCustomWidget {
// Customize your widget here!
setFillParent(true)
// Since we implemented KTable, this actor can have children:
label("A child of the custom widget!").cell(grow = true)
}
}
// Note: you can also use experimental contracts to ensure
// that the `init` lambda is executed exactly once.
// See sources of official builders for contract examples.
The example images were made using VisUI skin.
Pair this library with ktx-style
for type-safe actor styles building and ktx-actors
for useful extension methods for Scene2D
API. ktx-assets
or ktx-assets-async
might help with Skin
loading and management.
ktx-scene2d
up to 1.9.10-b5
had no scene2d
object and instead provided root level factory functions
only for parental actors such as Table
or Window
. This turned out a bit more problematic than the current
approach, as you could not easily construct child actors (such as labels) without a parent, and the name clashes
between root level factory function and nested factory methods could lead to subtle bugs.
// Up to 1.9.10-b5:
val myTable = table {
label("Old approach.")
}
// Currently:
val myTable = scene2d.table {
label("Current approach.")
}
The migration is pretty straightforward: add scene2d.
prefix to all root actor definitions. You can also leverage
the new Stage.actors
extension method to add actors directly to a Stage
. Note that nested actor definitions do not
require any changes.
Only 2 factory methods were changed significantly: listWidget
and selectBox
. Now they have only a single
generic parameter - type of the items - and no longer consume Cell
or Node
instances in their building blocks.
Instead, you have to call cell
, inCell
, node
or inNode
outside of their building blocks to configure the layout.
ktx-scene2d
version 1.9.10-b6
has the deprecated root actor factory functions available with annotations
for automatic replacement. To ease migration to the newer KTX versions, use 1.9.10-b6
to refactor your application.
Further KTX releases do not contain the deprecated functions.
- Creating layouts with Scene2D directly in Kotlin or Java.
- VisUI greatly extends Scene2D API, but lacks first-class Kotlin support.
- LML allows building
Scene2D
views using HTML-like syntax. It also features a VisUI extension. However, it lacks first-class Kotlin support and the flexibility of a programming language. ktx-vis
extendsktx-scene2d
with type-safe builders of VisUI widgets.