{"_id":"54e86abb32b0b00d00c960f2","version":{"_id":"5463e333447e0a100024a08a","project":"5463e333447e0a100024a087","__v":6,"createdAt":"2014-11-12T22:46:11.486Z","releaseDate":"2014-11-12T22:46:11.486Z","categories":["5463e333447e0a100024a08b","54645c365871e90800f50151","547b1c5a4366a708001b3b50","547b1cdf4366a708001b3b5a","54e3bef8464a9c3700f7ca67","54ec651d7ab3172d00c01ab7"],"is_deprecated":false,"is_hidden":false,"is_beta":false,"is_stable":true,"codename":"","version_clean":"1.0.0","version":"1.0"},"__v":4,"user":"54639d06447e0a1000249f7f","project":"5463e333447e0a100024a087","category":{"_id":"54e3bef8464a9c3700f7ca67","pages":["54e3bfabe887c50d005ef6a0","54e3c35ee887c50d005ef6af","54e3c9ade887c50d005ef6b4","54e3ca68e887c50d005ef6b6","54e47d6a610dfd0d00b2a84a","54e487250e41ef2b00b996c2","54e48ec60e41ef2b00b996cd","54e5c6e8e662e60d00aff673","54e5d4efe0b92439007d6999","54e5dc0ae0b92439007d69aa","54e72c88e6e77d1900ed10fa","54e7391f3c1e111700d05749","54e73f1a3c1e111700d05757","54e863f5c8e0c00d007abffd","54e86704a64fba0d00846860","54e86abb32b0b00d00c960f2","54e9e881560f2b170087f1d0","54e9eca2a6f14f0d003e96b5","54e9f04d560f2b170087f1d3","54eb2041996da20d00e6d68e","54eb801659b1172100334ffc","54eb8101df7add210007b31a","54ec584cc0c0ba1700386f8d","54ec5adad17b6d2300a54d75","54ec5e077ab3172d00c01aae","54edf8ca1e4ee60d0018e89f","54edfbc0130818170073a16b","54edff0e8dafa7250027e659"],"project":"5463e333447e0a100024a087","__v":28,"version":"5463e333447e0a100024a08a","sync":{"url":"","isSync":false},"reference":false,"createdAt":"2015-02-17T22:21:44.099Z","from_sync":false,"order":2,"slug":"cocos-studio","title":"Cocos Studio"},"updates":[],"next":{"pages":[],"description":""},"createdAt":"2015-02-21T11:23:39.956Z","link_external":false,"link_url":"","githubsync":"","sync_unique":"","hidden":false,"api":{"results":{"codes":[]},"auth":"required","params":[],"url":""},"isReference":false,"order":999,"body":"[block:api-header]\n{\n  \"type\": \"basic\",\n  \"title\": \"Adding A BitmapLabel\"\n}\n[/block]\nDrag a BitmapLabel from the Widgets section onto the middle canvas.\n[block:image]\n{\n  \"images\": [\n    {\n      \"image\": [\n        \"https://files.readme.io/9zreVbMRZmqiWcGUuIQw_Screen-Shot-2015-02-21-at-11.19.34.png\",\n        \"Screen-Shot-2015-02-21-at-11.19.34.png\",\n        \"258\",\n        \"273\",\n        \"#ec1612\",\n        \"\"\n      ]\n    }\n  ]\n}\n[/block]\n\n[block:api-header]\n{\n  \"type\": \"basic\",\n  \"title\": \"Selecting The BitmapLabel\"\n}\n[/block]\nYou can select the BitmapLabel if it isn't already selected from the **Animation Editor** at the bottom. The BitmapLabel doesn't appear in the resources as it's part of the Scene or other object that you are using.\n[block:image]\n{\n  \"images\": [\n    {\n      \"image\": [\n        \"https://files.readme.io/aaRtXRTsR6eEHhz94Zpu_Screen-Shot-2015-02-21-at-11.20.00.png\",\n        \"Screen-Shot-2015-02-21-at-11.20.00.png\",\n        \"249\",\n        \"332\",\n        \"#1174f1\",\n        \"\"\n      ]\n    }\n  ]\n}\n[/block]\n\n[block:api-header]\n{\n  \"type\": \"basic\",\n  \"title\": \"Changing The BitmapLabel\"\n}\n[/block]\nYou can change the Bitmap image used for the Font. Setting the bitmap image can be done by double clicking the Font File or dragging an image from the Resources section.\n[block:image]\n{\n  \"images\": [\n    {\n      \"image\": [\n        \"https://files.readme.io/yssUAbuR1C0n1iG8oa3C_Screen-Shot-2015-02-21-at-11.19.44.png\",\n        \"Screen-Shot-2015-02-21-at-11.19.44.png\",\n        \"356\",\n        \"145\",\n        \"#f30e0b\",\n        \"\"\n      ]\n    }\n  ]\n}\n[/block]\n\n[block:api-header]\n{\n  \"type\": \"basic\",\n  \"title\": \"Accessing The BitmapLabel In Code\"\n}\n[/block]\nBitmapLabel's can be accessed via their **Name** or **Tag** which can be set in the **Properties** section.\n[block:image]\n{\n  \"images\": [\n    {\n      \"image\": [\n        \"https://files.readme.io/17Hjc4wORlSVqZYhAwxw_Screen%20Shot%202015-02-21%20at%2011.20.23.png\",\n        \"Screen Shot 2015-02-21 at 11.20.23.png\",\n        \"352\",\n        \"82\",\n        \"#5e92ca\",\n        \"\"\n      ]\n    }\n  ]\n}\n[/block]\nTo access the BitmapLabel from a scene for example, in code it is simple. You either access it as a **Node** or cast it to a **BitmapLabel** allowing you to use **BitmapLabel** methods along with **Node** methods.\n[block:code]\n{\n  \"codes\": [\n    {\n      \"code\": \"Node *rootNode = CSLoader::createNode( \\\"Filepath to .csb file\\\" );\\nthis->addChild( rootNode );\\n\\n// bitmap label accessed as a node using it's name\\nNode *bitmapLabel = rootNode->getChildByName( \\\"Name set in Cocos Studio\\\" );\\n\\n// bitmap label cast to a bitmap label using it's name\\ncocos2d::ui::TextBMFont *bitmapLabel = ( cocos2d::ui::TextBMFont * )rootNode->getChildByName( \\\"Name set in Cocos Studio\\\" );\\n\\n// bitmap label accessed as a node using it's tag\\nNode *bitmapLabel = rootNode->getChildByTag( 5 );\\n\\n// bitmap label cast to a bitmap label using it's tag\\ncocos2d::ui::TextBMFont *bitmapLabel = ( cocos2d::ui::TextBMFont * )rootNode->getChildByTag( 5 );\",\n      \"language\": \"cplusplus\",\n      \"name\": \"Cocos2d-x C++\"\n    },\n    {\n      \"code\": \"var rootNode = ccs.load( \\\"Filepath to .json file\\\" );\\nthis.addChild( rootNode.node );\\n\\n// get the bitmap label by name\\nvar bitmapLabel = rootNode.node.getChildByName( \\\"Name set in Cocos Studio\\\" );\\n\\n// get the bitmap label by tag\\nvar bitmapLabel = rootNode.node.getChildByTag( 5 );\",\n      \"language\": \"javascript\",\n      \"name\": \"Cocos2d-JS\"\n    }\n  ]\n}\n[/block]\nNote: *Cocos2d-JS doesn't require casting to use BitmapLabel methods.*","excerpt":"","slug":"widgets-bitmaplabel","type":"basic","title":"[Widgets] BitmapLabel"}

[Widgets] BitmapLabel


[block:api-header] { "type": "basic", "title": "Adding A BitmapLabel" } [/block] Drag a BitmapLabel from the Widgets section onto the middle canvas. [block:image] { "images": [ { "image": [ "https://files.readme.io/9zreVbMRZmqiWcGUuIQw_Screen-Shot-2015-02-21-at-11.19.34.png", "Screen-Shot-2015-02-21-at-11.19.34.png", "258", "273", "#ec1612", "" ] } ] } [/block] [block:api-header] { "type": "basic", "title": "Selecting The BitmapLabel" } [/block] You can select the BitmapLabel if it isn't already selected from the **Animation Editor** at the bottom. The BitmapLabel doesn't appear in the resources as it's part of the Scene or other object that you are using. [block:image] { "images": [ { "image": [ "https://files.readme.io/aaRtXRTsR6eEHhz94Zpu_Screen-Shot-2015-02-21-at-11.20.00.png", "Screen-Shot-2015-02-21-at-11.20.00.png", "249", "332", "#1174f1", "" ] } ] } [/block] [block:api-header] { "type": "basic", "title": "Changing The BitmapLabel" } [/block] You can change the Bitmap image used for the Font. Setting the bitmap image can be done by double clicking the Font File or dragging an image from the Resources section. [block:image] { "images": [ { "image": [ "https://files.readme.io/yssUAbuR1C0n1iG8oa3C_Screen-Shot-2015-02-21-at-11.19.44.png", "Screen-Shot-2015-02-21-at-11.19.44.png", "356", "145", "#f30e0b", "" ] } ] } [/block] [block:api-header] { "type": "basic", "title": "Accessing The BitmapLabel In Code" } [/block] BitmapLabel's can be accessed via their **Name** or **Tag** which can be set in the **Properties** section. [block:image] { "images": [ { "image": [ "https://files.readme.io/17Hjc4wORlSVqZYhAwxw_Screen%20Shot%202015-02-21%20at%2011.20.23.png", "Screen Shot 2015-02-21 at 11.20.23.png", "352", "82", "#5e92ca", "" ] } ] } [/block] To access the BitmapLabel from a scene for example, in code it is simple. You either access it as a **Node** or cast it to a **BitmapLabel** allowing you to use **BitmapLabel** methods along with **Node** methods. [block:code] { "codes": [ { "code": "Node *rootNode = CSLoader::createNode( \"Filepath to .csb file\" );\nthis->addChild( rootNode );\n\n// bitmap label accessed as a node using it's name\nNode *bitmapLabel = rootNode->getChildByName( \"Name set in Cocos Studio\" );\n\n// bitmap label cast to a bitmap label using it's name\ncocos2d::ui::TextBMFont *bitmapLabel = ( cocos2d::ui::TextBMFont * )rootNode->getChildByName( \"Name set in Cocos Studio\" );\n\n// bitmap label accessed as a node using it's tag\nNode *bitmapLabel = rootNode->getChildByTag( 5 );\n\n// bitmap label cast to a bitmap label using it's tag\ncocos2d::ui::TextBMFont *bitmapLabel = ( cocos2d::ui::TextBMFont * )rootNode->getChildByTag( 5 );", "language": "cplusplus", "name": "Cocos2d-x C++" }, { "code": "var rootNode = ccs.load( \"Filepath to .json file\" );\nthis.addChild( rootNode.node );\n\n// get the bitmap label by name\nvar bitmapLabel = rootNode.node.getChildByName( \"Name set in Cocos Studio\" );\n\n// get the bitmap label by tag\nvar bitmapLabel = rootNode.node.getChildByTag( 5 );", "language": "javascript", "name": "Cocos2d-JS" } ] } [/block] Note: *Cocos2d-JS doesn't require casting to use BitmapLabel methods.*