449 lines
12 KiB
Lua
449 lines
12 KiB
Lua
--[[
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This file is part of Ice Lua Components.
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Ice Lua Components is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Ice Lua Components is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
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]]
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if client then
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-- load images
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local img_font_numbers = common.img_load("pkg/base/gfx/font-numbers.tga")
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local img_font_mini = common.img_load("pkg/base/gfx/font-mini.tga")
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--[[
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client.img_free(img_font_numbers)
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img_font_numbers = nil -- PLEASE DO THIS, GUYS!
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]]
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local digit_map = {
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[string.byte(" ")] = 0,
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[string.byte("0")] = 1,
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[string.byte("1")] = 2,
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[string.byte("2")] = 3,
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[string.byte("3")] = 4,
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[string.byte("4")] = 5,
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[string.byte("5")] = 6,
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[string.byte("6")] = 7,
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[string.byte("7")] = 8,
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[string.byte("8")] = 9,
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[string.byte("9")] = 10,
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[string.byte("-")] = 11,
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}
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-- TODO: find a better solution than this shit
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-- y'know, just in case someone decides they're going to play this with an AZERTY
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local shift_map = {
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["1"] = "!", ["2"] = "@", ["3"] = "#", ["4"] = "$", ["5"] = "%",
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["6"] = "^", ["7"] = "&", ["8"] = "*", ["9"] = "(", ["0"] = ")",
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["`"] = "~", ["-"] = "_", ["="] = "+",
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["["] = "{", ["]"] = "}", ["\\"] = "|",
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[";"] = ":", ["'"] = "\"",
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[","] = "<", ["."] = ">", ["/"] = "?",
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}
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local DIGIT_WIDTH = 32
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local DIGIT_HEIGHT = 48
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local MINI_WIDTH = 6
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local MINI_HEIGHT = 8
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function gui_index_mini(idx) return idx-32 end
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function gui_index_digit(idx) return digit_map[idx] end
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-- create a new fixed-width font using the bitmap image, character width and height, and char indexing function
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function gui_create_fixwidth_font(image, char_width, char_height, indexing_fn)
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local this = {image=image, width=char_width, height=char_height,
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indexing_fn=indexing_fn}
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-- compute a non-wrapped characters + positions output suitable for usage in text selections as well as render
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function this.compute_unwrapped(x, y, c, str)
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result = {{}}
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local col_count = 1
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for col_count=1, #str do
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local char = string.byte(str, col_count)
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result[1][col_count] = {char, this.indexing_fn(char), x, y, c}
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x = x + this.width
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end
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return result
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end
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-- compute a wordwrapped characters + positions output suitable for usage in text selections as well as render
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function this.compute_wordwrap(wp, x, y, c, str)
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-- 1. find whitespace
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local i
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local j
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local toks = {}
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local cur_tok = 1
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local line_charwidth = math.floor(wp / this.width)
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for i=1,#str do
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local idx = string.byte(str, i)
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if idx == 13 or idx == 10 then -- CR/LF
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if toks[cur_tok] == nil then
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toks[cur_tok] = {newlines=1}
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elseif toks[cur_tok].newlines == nil then
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cur_tok = cur_tok + 1; toks[cur_tok] = {newlines=1}
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else
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toks[cur_tok].newlines = toks[cur_tok].newlines + 1
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end
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elseif idx == 32 then -- space
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if toks[cur_tok] == nil then
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toks[cur_tok] = {spaces=1}
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elseif toks[cur_tok].spaces == nil then
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cur_tok = cur_tok + 1; toks[cur_tok] = {spaces=1}
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else
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toks[cur_tok].spaces = toks[cur_tok].spaces + 1
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end
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else -- word
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if toks[cur_tok] == nil then
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toks[cur_tok] = {word={idx}}
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elseif toks[cur_tok].word == nil or
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#toks[cur_tok].word+1 > line_charwidth -- split if word is larger than a line
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then
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cur_tok = cur_tok + 1; toks[cur_tok] = {word={idx}}
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else
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toks[cur_tok].word[#toks[cur_tok].word+1] = idx
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end
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end
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end
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-- 2. render as many words as possible per line to a cacheable character buffer
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local begin_x = x
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local end_x = x + wp
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local result = {{}}
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local line_count = 1
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local col_count = 1
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local function endline()
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x = begin_x; y = y + this.height
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line_count = line_count + 1
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result[line_count] = {}
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col_count = 1
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end
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for i=1,#toks do
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local tok = toks[i]
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if tok.word ~= nil then
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if x + #tok.word * this.width > end_x then endline() end
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for j=1,#tok.word do
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result[line_count][col_count] = {tok.word[j],
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this.indexing_fn(tok.word[j]), x, y, c}
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x = x + this.width
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col_count = col_count + 1
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end
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elseif tok.spaces ~= nil then
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local char = string.byte(' ')
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result[line_count][col_count] = {char,
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this.indexing_fn(char), x, y, c}
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x = x + this.width * tok.spaces
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col_count = col_count + 1
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elseif tok.newlines ~= nil then
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for j=1,tok.newlines do endline() end
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end
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if x > end_x then endline() end
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end
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return result
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end
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-- get the AABB dimensions of text given precomputed text data
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function this.dimensions(data)
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local result = {l=data[1][1][3],
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r=data[1][1][3] + this.width,
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t=data[1][1][4],
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b=data[1][1][4] + this.height,
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width=0, height=0}
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local row = 1
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local col = 1
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for row=1,#data do
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for col=1,#data[row] do
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result.l = math.min(result.l, data[row][col][3])
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result.r = math.max(result.r, data[row][col][3] + this.width)
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result.t = math.min(result.t, data[row][col][4])
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result.b = math.max(result.b, data[row][col][4] + this.height)
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end
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end
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result.width = result.r - result.l
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result.height = result.b - result.t
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return result
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end
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-- print text with topleft at x, y, color c, string str
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function this.print(x, y, c, str, buffer)
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for i=1,#str do
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local idx = this.indexing_fn(string.byte(str, i))
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if buffer == nil then
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client.img_blit(this.image, x, y, this.width, this.height, idx*this.width, 0, c)
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else
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client.img_blit_to(buffer, this.image, x, y, this.width, this.height, idx*this.width, 0, c)
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end
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x = x + this.width
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end
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local i
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end
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-- print a selection of precomputed text
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function this.print_precomputed(data, offx, offy, buffer)
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for y=1,#data do
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for x=1,#data[y] do
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local char = data[y][x][1]
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local idx = data[y][x][2]
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local px = data[y][x][3] + offx
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local py = data[y][x][4] + offy
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local c = data[y][x][5]
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if buffer == nil then
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client.img_blit(this.image, px, py, this.width, this.height,
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idx*this.width, 0, c)
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else
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client.img_blit_to(buffer, this.image, px, py, this.width, this.height,
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idx*this.width, 0, c)
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end
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end
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end
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end
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-- print text with minimum-space wordwrapping, pixelwidth wp, topleft at x, y, color c, string str
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function this.print_wrap(wp, x, y, c, str, buffer)
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this.print_precomputed(this.compute_wordwrap(wp, x, y, c, str), 0, 0, buffer)
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end
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return this
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end
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font_mini = gui_create_fixwidth_font(img_font_mini, MINI_WIDTH, MINI_HEIGHT, gui_index_mini)
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font_digits = gui_create_fixwidth_font(img_font_numbers, DIGIT_WIDTH, DIGIT_HEIGHT, gui_index_digit)
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function gui_get_char(key, modif)
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if key >= 32 and key <= 126 then
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local shifted = (bit_and(modif, KMOD_SHIFT) ~= 0)
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local crapslock = (bit_and(modif, KMOD_CAPS) ~= 0)
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if key >= SDLK_a and key <= SDLK_z then
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if shifted ~= crapslock then
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key = key - 32
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end
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end
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local k = string.char(key)
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k = (shifted and shift_map[k]) or k
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return k
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end
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-- TODO: check some other things
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return nil
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end
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function gui_string_edit(str, maxlen, key, modif)
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if key == SDLK_BACKSPACE then
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str = string.sub(str, 1, #str-1)
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else
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local k = gui_get_char(key, modif)
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if #str < maxlen and k then
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str = str .. k
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end
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end
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return str
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end
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function gui_create_scene(width, height)
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local scene = {}
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function scene.display_object(options)
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local this = widgets.widget(options)
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this.visible = true -- draws this node and children
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this.drawable = true -- calls the draw method
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this.use_img = false -- allocates a img buffer to this node
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this.img = nil
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this.dirty = true -- whether drawing needs to be updated
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function this.free()
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common.img_free(this.img) for k,v in pairs(this.children) do v.free() end
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end
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-- stub for actual drawing
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function this.draw_update() end
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-- draw this and the child, if possible.
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function this.draw()
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if this.visible then
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if this.drawable then
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if this.use_img then -- draw using img buffer
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this.detect_bufsize_change()
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if this.dirty then
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this.draw_update()
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this.dirty = false
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end
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client.img_blit(this.img, this.relx, this.rely)
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else -- draw using some other method?
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this.draw_update()
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end
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end
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for k,v in pairs(this.children) do v.draw() end
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end
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end
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function this.detect_bufsize_change()
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local cw, ch = math.ceil(this.width), math.ceil(this.height)
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if this.img == nil then
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this.img = common.img_new(cw, ch)
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else
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pw, ph = common.img_get_dims(this.img)
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pw, ph = math.ceil(pw), math.ceil(ph)
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if not (pw == cw and ph == ch) then
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common.img_free(this.img)
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this.img = common.img_new(cw, ch)
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end
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end
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end
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return this
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end
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local root = scene.display_object{x=0, y=0,
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width=width, height=height, align_x=0, align_y=0}
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function scene.draw() root.draw() end
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function scene.free() root.free() end
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function scene.rect_frame(options)
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local this = scene.display_object(options)
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this.frame_col = options.frame_col or 0xFF888888
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this.fill_col = options.fill_col or 0xFFAAAAAA
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this.use_img = true
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function this.draw_update()
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local w = math.ceil(this.width)
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local h = math.ceil(this.height)
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local img = this.img
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local frame_col = this.frame_col
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local fill_col = this.fill_col
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for ix = 0, w-1, 1 do
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common.img_pixel_set(img, ix, 0, frame_col)
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common.img_pixel_set(img, ix, h-1, frame_col)
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end
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for iy = 0, h-1, 1 do
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common.img_pixel_set(img, 0, iy, frame_col)
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common.img_pixel_set(img, w-1, iy, frame_col)
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end
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for ix = 1, w-2, 1 do
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for iy = 1, h-2, 1 do
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common.img_pixel_set(this.img, ix, iy, fill_col)
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end
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end
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end
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return this
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end
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function scene.textfield(options)
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local this = scene.display_object(options)
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this.wordwrap = options.wordwrap or true
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this.color = options.color or 0xFF880088
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this.autosize = options.autosize or true
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this.font = options.font or font_mini
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this.use_img = true
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-- so, we are computing the text around offset 0, 0
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-- but when we go to display or collide with it, we're going to have to
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-- apply the widget offsets on top.
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-- TODO: cursor + text selection collision, data structure, rendering
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-- TODO: compute_unwrapped should allow new lines...
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function this.setter_keys.width(w)
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if this.autosize == false then
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rawset(this, 'width', w)
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this.dirty = true
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end
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end
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function this.setter_keys.height(h)
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if this.autosize == false then
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rawset(this, 'height', h)
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this.dirty = true
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end
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end
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function this._recalc_size()
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if this.wordwrap == true then
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this.text_cache = this.font.compute_wordwrap(this.width,
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0, 0, this.color, this._text)
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else
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this.text_cache = this.font.compute_unwrapped(0, 0,
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this.color, this._text)
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end
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if this.autosize then
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local dim = this.font.dimensions(this.text_cache)
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rawset(this, 'width', dim.width)
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rawset(this, 'height', dim.height)
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end
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this.dirty = true
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end
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function this.getter_keys.text()
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return this._text
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end
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function this.setter_keys.text(str)
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this._text = str
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this._recalc_size()
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end
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function this.draw_update()
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this.font.print_precomputed(this.text_cache, 0, 0, this.img)
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end
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this.text = options.text or ""
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return this
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end
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-- TEST CODE
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--[=[local frame = scene.rect_frame{width=320,height=320, x=width/2, y=height/2}
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local frame2 = scene.rect_frame{width=32,height=32, x=0, y=0}
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local frame3 = scene.rect_frame{width=32,height=32, x=64, y=96}
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local text1 = scene.textfield{width=400,height=100, text="hello world"}
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root.add_child(frame)
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frame.add_child(text1)
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frame.add_child(frame2)
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frame.add_child(frame3)
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frame.child_to_top(text1)]=]
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return scene
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end
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function gui_free_scene(scene)
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for k in 1, #scene.buffers, 1 do
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common.img_free(buffers[k])
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end
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end
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end |