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The ProgressBar 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/uBrThoDTRpavvJr2HUS6_Screen-Shot-2015-02-22-at-14.18.47.png\",\n        \"Screen-Shot-2015-02-22-at-14.18.47.png\",\n        \"250\",\n        \"333\",\n        \"#0f74f1\",\n        \"\"\n      ]\n    }\n  ]\n}\n[/block]\n\n[block:api-header]\n{\n  \"type\": \"basic\",\n  \"title\": \"Modifying The ProgressBar\"\n}\n[/block]\nYou can change the ProgressBar background image. Setting the ProgressBar background image can be done by double clicking the Background File or dragging an image from the Resources section.\n[block:image]\n{\n  \"images\": [\n    {\n      \"image\": [\n        \"https://files.readme.io/PkjubQq5SzaRDTUk7ndI_Screen-Shot-2015-02-22-at-14.19.02.png\",\n        \"Screen-Shot-2015-02-22-at-14.19.02.png\",\n        \"354\",\n        \"193\",\n        \"#f1110d\",\n        \"\"\n      ]\n    }\n  ]\n}\n[/block]\n\n[block:api-header]\n{\n  \"type\": \"basic\",\n  \"title\": \"Accessing The ProgressBar In Code\"\n}\n[/block]\nProgressBar'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/a2Z4e8WBSWaLWxnQTcck_Screen%20Shot%202015-02-22%20at%2014.19.15.png\",\n        \"Screen Shot 2015-02-22 at 14.19.15.png\",\n        \"352\",\n        \"82\",\n        \"#598dc4\",\n        \"\"\n      ]\n    }\n  ]\n}\n[/block]\nTo access the ProgressBar from a scene for example, in code it is simple. You either access it as a **Node** or cast it to a **ProgressBar** allowing you to use **ProgressBar** 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// progressbar accessed as a node using it's name\\nNode *progressBar = rootNode->getChildByName( \\\"Name set in Cocos Studio\\\" );\\n\\n// progressbar cast to a progressbar using it's name\\ncocos2d::ui::LoadingBar *progressBar = ( cocos2d::ui::LoadingBar * )rootNode->getChildByName( \\\"Name set in Cocos Studio\\\" );\\n\\n// progressbar accessed as a node using it's tag\\nNode *progressBar = rootNode->getChildByTag( 5 );\\n\\n// progressbar cast to a progressbar using it's tag\\ncocos2d::ui::LoadingBar *progressBar = ( cocos2d::ui::LoadingBar * )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 progressbar by name\\nvar progressBar = rootNode.node.getChildByName( \\\"Name set in Cocos Studio\\\" );\\n\\n// get the progressbar by tag\\nvar progressBar = 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 ProgressBar methods.*","excerpt":"","slug":"widgets-progressbar","type":"basic","title":"[Widgets] ProgressBar"}

[Widgets] ProgressBar


[block:api-header] { "type": "basic", "title": "Adding A ProgressBar" } [/block] Drag a ProgressBar from the Widgets section onto the middle canvas. [block:image] { "images": [ { "image": [ "https://files.readme.io/kzMZovtOTw2j85SomfPG_Screen-Shot-2015-02-22-at-14.18.24.png", "Screen-Shot-2015-02-22-at-14.18.24.png", "256", "271", "#ed1611", "" ] } ] } [/block] [block:api-header] { "type": "basic", "title": "Selecting The ProgressBar" } [/block] You can select the ProgressBar if it isn't already selected from the **Animation Editor** at the bottom. The ProgressBar 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/uBrThoDTRpavvJr2HUS6_Screen-Shot-2015-02-22-at-14.18.47.png", "Screen-Shot-2015-02-22-at-14.18.47.png", "250", "333", "#0f74f1", "" ] } ] } [/block] [block:api-header] { "type": "basic", "title": "Modifying The ProgressBar" } [/block] You can change the ProgressBar background image. Setting the ProgressBar background image can be done by double clicking the Background File or dragging an image from the Resources section. [block:image] { "images": [ { "image": [ "https://files.readme.io/PkjubQq5SzaRDTUk7ndI_Screen-Shot-2015-02-22-at-14.19.02.png", "Screen-Shot-2015-02-22-at-14.19.02.png", "354", "193", "#f1110d", "" ] } ] } [/block] [block:api-header] { "type": "basic", "title": "Accessing The ProgressBar In Code" } [/block] ProgressBar'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/a2Z4e8WBSWaLWxnQTcck_Screen%20Shot%202015-02-22%20at%2014.19.15.png", "Screen Shot 2015-02-22 at 14.19.15.png", "352", "82", "#598dc4", "" ] } ] } [/block] To access the ProgressBar from a scene for example, in code it is simple. You either access it as a **Node** or cast it to a **ProgressBar** allowing you to use **ProgressBar** methods along with **Node** methods. [block:code] { "codes": [ { "code": "Node *rootNode = CSLoader::createNode( \"Filepath to .csb file\" );\nthis->addChild( rootNode );\n\n// progressbar accessed as a node using it's name\nNode *progressBar = rootNode->getChildByName( \"Name set in Cocos Studio\" );\n\n// progressbar cast to a progressbar using it's name\ncocos2d::ui::LoadingBar *progressBar = ( cocos2d::ui::LoadingBar * )rootNode->getChildByName( \"Name set in Cocos Studio\" );\n\n// progressbar accessed as a node using it's tag\nNode *progressBar = rootNode->getChildByTag( 5 );\n\n// progressbar cast to a progressbar using it's tag\ncocos2d::ui::LoadingBar *progressBar = ( cocos2d::ui::LoadingBar * )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 progressbar by name\nvar progressBar = rootNode.node.getChildByName( \"Name set in Cocos Studio\" );\n\n// get the progressbar by tag\nvar progressBar = rootNode.node.getChildByTag( 5 );", "language": "javascript", "name": "Cocos2d-JS" } ] } [/block] Note: *Cocos2d-JS doesn't require casting to use ProgressBar methods.*