buldthensnip/pkg/base/lib_gui.lua

1212 lines
32 KiB
Lua

--[[
This file is part of Ice Lua Components.
Ice Lua Components is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Ice Lua Components is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
]]
if client then
-- img_blit_to segfaults prior to 0.2.1
GUI_USE_VA_PRINT = (common.version.num >= 8421376+10)
dofile("pkg/base/lib_util.lua")
-- load images
img_font_numbers = skin_load("png", "font-numbers.png", DIR_PKG_GFX)
img_font_mini = skin_load("tga", "font-mini.tga", DIR_PKG_GFX)
img_font_large = skin_load("tga", "font-large.tga", DIR_PKG_GFX)
img_tiles_roundrect = skin_load("tga", "roundrect.tga", DIR_PKG_GFX)
--[[
client.img_free(img_font_numbers)
img_font_numbers = nil -- PLEASE DO THIS, GUYS!
]]
local digit_map = {
[string.byte(" ")] = 0,
[string.byte("0")] = 1,
[string.byte("1")] = 2,
[string.byte("2")] = 3,
[string.byte("3")] = 4,
[string.byte("4")] = 5,
[string.byte("5")] = 6,
[string.byte("6")] = 7,
[string.byte("7")] = 8,
[string.byte("8")] = 9,
[string.byte("9")] = 10,
[string.byte("-")] = 11,
}
-- TODO: find a better solution than this shit
-- y'know, just in case someone decides they're going to play this with an AZERTY
local shift_map = {
["1"] = "!", ["2"] = "@", ["3"] = "#", ["4"] = "$", ["5"] = "%",
["6"] = "^", ["7"] = "&", ["8"] = "*", ["9"] = "(", ["0"] = ")",
["`"] = "~", ["-"] = "_", ["="] = "+",
["["] = "{", ["]"] = "}", ["\\"] = "|",
[";"] = ":", ["'"] = "\"",
[","] = "<", ["."] = ">", ["/"] = "?",
}
local DIGIT_WIDTH = 32
local DIGIT_HEIGHT = 48
local MINI_WIDTH = 6
local MINI_HEIGHT = 8
local LARGE_WIDTH = 24
local LARGE_HEIGHT = 32
function gui_index_mini(idx) return idx-32 end
function gui_index_digit(idx) return digit_map[idx] end
-- create a new fixed-width font using the bitmap image, character width and height, and char indexing function
function gui_create_fixwidth_font(image, char_width, char_height, indexing_fn, shadow)
if GUI_USE_VA_PRINT then
local src_image = image
local w, h = client.img_get_dims(src_image)
local i
i = 64 while i < w do i = i * 2 end w = i
i = 64 while i < h do i = i * 2 end h = i
image = client.img_new(w, h)
-- segfault happens
client.img_blit_to(image, src_image, 0, 0)
end
local this = {image=image, width=char_width, height=char_height,
indexing_fn=indexing_fn, shadow=shadow}
-- compute a non-wrapped characters + positions output suitable for usage in text selections as well as render
function this.compute_unwrapped(x, y, c, str)
result = {{}}
local col_count = 1
for col_count=1, #str do
local char = string.byte(str, col_count)
result[1][col_count] = {char, this.indexing_fn(char), x, y, c}
x = x + this.width
end
return result
end
-- compute characters + positions from a colortable, where each line of table contains a string "msg" and a color "color"
function this.compute_ctab(ctab, x, y)
local result = {}
for k, v in pairs(ctab) do
-- compute and append a single line
local line = this.compute_unwrapped(x, y, v.color, v.msg)
local i
for i=0, #line do
table.insert(result, line[i])
end
-- then add the y of the last character + a newline
y = line[#line][#line[#line]][4] + this.height
end
return result
end
-- compute a wordwrapped characters + positions output suitable for usage in text selections as well as render
function this.compute_wordwrap(wp, x, y, c, str)
-- 1. find whitespace
if wp < this.width then wp = this.width end -- force width to at least 1 char
local i
local j
local toks = {}
local cur_tok = 1
local line_charwidth = math.floor(wp / this.width)
for i=1,#str do
local idx = string.byte(str, i)
if idx == 13 or idx == 10 then -- CR/LF
if toks[cur_tok] == nil then
toks[cur_tok] = {newlines=1}
elseif toks[cur_tok].newlines == nil then
cur_tok = cur_tok + 1; toks[cur_tok] = {newlines=1}
else
toks[cur_tok].newlines = toks[cur_tok].newlines + 1
end
elseif idx == 32 then -- space
if toks[cur_tok] == nil then
toks[cur_tok] = {spaces=1}
elseif toks[cur_tok].spaces == nil then
cur_tok = cur_tok + 1; toks[cur_tok] = {spaces=1}
else
toks[cur_tok].spaces = toks[cur_tok].spaces + 1
end
else -- word
if toks[cur_tok] == nil then
toks[cur_tok] = {word={idx}}
elseif toks[cur_tok].word == nil or
#toks[cur_tok].word+1 > line_charwidth -- split if word is larger than a line
then
cur_tok = cur_tok + 1; toks[cur_tok] = {word={idx}}
else
toks[cur_tok].word[#toks[cur_tok].word+1] = idx
end
end
end
-- 2. render as many words as possible per line to a cacheable character buffer
local begin_x = x
local end_x = x + wp
local result = {{}}
local line_count = 1
local col_count = 1
local function endline()
x = begin_x; y = y + this.height
line_count = line_count + 1
result[line_count] = {}
col_count = 1
end
for i=1,#toks do
local tok = toks[i]
if tok.word ~= nil then
if x + #tok.word * this.width > end_x then endline() end
for j=1,#tok.word do
result[line_count][col_count] = {tok.word[j],
this.indexing_fn(tok.word[j]), x, y, c}
x = x + this.width
col_count = col_count + 1
end
elseif tok.spaces ~= nil then
local char = string.byte(' ')
result[line_count][col_count] = {char,
this.indexing_fn(char), x, y, c}
x = x + this.width * tok.spaces
col_count = col_count + 1
elseif tok.newlines ~= nil then
for j=1,tok.newlines do endline() end
end
if x > end_x then endline() end
end
return result
end
-- get the AABB dimensions of text given precomputed text data
function this.dimensions(data)
if #data<1 or #data[1]<1 then return {l=0,r=0,t=0,b=0,width=1,height=1} end
local result = {l=data[1][1][3],
r=data[1][1][3] + this.width,
t=data[1][1][4],
b=data[1][1][4] + this.height,
width=0, height=0}
local row = 1
local col = 1
for row=1,#data do
for col=1,#data[row] do
result.l = math.min(result.l, data[row][col][3])
result.r = math.max(result.r, data[row][col][3] + this.width)
result.t = math.min(result.t, data[row][col][4])
result.b = math.max(result.b, data[row][col][4] + this.height)
end
end
result.width = result.r - result.l
result.height = result.b - result.t
return result
end
function this._blit(buffer, x, y, idx, c)
if this.shadow then
if buffer == nil then
client.img_blit(this.image, x+1, y+1, this.width, this.height, idx*this.width, 0, this.shadow)
else
client.img_blit_to(buffer, this.image, x+1, y+1, this.width, this.height, idx*this.width, 0, this.shadow)
end
end
if buffer == nil then
client.img_blit(this.image, x, y, this.width, this.height, idx*this.width, 0, c)
else
client.img_blit_to(buffer, this.image, x, y, this.width, this.height, idx*this.width, 0, c)
end
end
-- calculate the shadow strength from the percieved luminance of the font; brighter color = darker shadow
function this.calc_shadow(c)
local a, r, g, b = argb_merged_to_split(c)
local luminance = (0.2126 * r/256 + 0.7152 * g/256 + 0.0722 * b/256) -- Photometric/digital ITU-R
this.shadow = argb_split_to_merged(0,0,0,(luminance)*256)
end
-- print text with topleft at x, y, color c, string str
function this.print(x, y, c, str, buffer)
this.calc_shadow(c)
if GUI_USE_VA_PRINT and buffer == nil then
local i
local iw, ih = client.img_get_dims(this.image)
local sw, sh = client.screen_get_dims()
local xscale = 2/sw
local yscale = 2/sw
local xadv = xscale
local yadv = yscale
local wmul = 1/iw
local hmul = 1/ih
local v0 = this.height/ih
local v1 = 0.0
x = (x-sw/2)*xscale
y = (y-sh/2)*yscale
local y0 = y + yscale*this.height
local y1 = y
local z0 = 1.0
local a0,r0,g0,b0 = common.argb_merged_to_split(c)
local a1,r1,g1,b1 = common.argb_merged_to_split(this.shadow)
r0 = r0/255
g0 = g0/255
b0 = b0/255
a0 = a0/255
r1 = r1/255
g1 = g1/255
b1 = b1/255
a1 = a1/255
local l = {}
local la = {}
for i=1,#str do
local idx = this.indexing_fn(string.byte(str, i))
idx = idx*this.width
local u0 = (idx+0)*wmul
local u1 = (idx+this.width)*wmul
local x0 = x
local x1 = x + xscale*this.width
x = x1
la[1+#la] = {-x0,y0,z0,r0,g0,b0,a0,u0,v0}
la[1+#la] = {-x1,y0,z0,r0,g0,b0,a0,u1,v0}
la[1+#la] = {-x0,y1,z0,r0,g0,b0,a0,u0,v1}
la[1+#la] = {-x0,y1,z0,r0,g0,b0,a0,u0,v1}
la[1+#la] = {-x1,y0,z0,r0,g0,b0,a0,u1,v0}
la[1+#la] = {-x1,y1,z0,r0,g0,b0,a0,u1,v1}
x0 = x0 + xadv
x1 = x1 + xadv
y0 = y0 + yadv
y1 = y1 + yadv
l[1+#l] = {-x0,y0,z0,r1,g1,b1,a1,u0,v0}
l[1+#l] = {-x1,y0,z0,r1,g1,b1,a1,u1,v0}
l[1+#l] = {-x0,y1,z0,r1,g1,b1,a1,u0,v1}
l[1+#l] = {-x0,y1,z0,r1,g1,b1,a1,u0,v1}
l[1+#l] = {-x1,y0,z0,r1,g1,b1,a1,u1,v0}
l[1+#l] = {-x1,y1,z0,r1,g1,b1,a1,u1,v1}
y0 = y0 - yadv
y1 = y1 - yadv
end
local i
for i=1,#la do
l[1+#l] = la[i]
end
this.va = common.va_make(l, this.va, "3v,4c,2t")
client.gfx_depth_mask(false)
if USE_GLSL_20 and shader_img then
shader_img.push()
client.va_render_local(this.va, 0, 0, 0, 0, 0, 0, 1, this.image, "ah")
shader_img.pop()
else
if USE_GLSL_20 and shader_push_nil then shader_push_nil() end
client.va_render_local(this.va, 0, 0, 0, 0, 0, 0, 1, this.image, "ah")
if USE_GLSL_20 and shader_push_nil then shader_pop_nil() end
end
client.gfx_depth_mask(true)
else
local i
for i=1,#str do
local idx = this.indexing_fn(string.byte(str, i))
this._blit(buffer, x, y, idx, c)
x = x + this.width
end
end
end
-- print a selection of precomputed text
function this.print_precomputed(data, offx, offy, buffer)
local lastc = nil
for y=1,#data do
for x=1,#data[y] do
local char = data[y][x][1]
local idx = data[y][x][2]
local px = data[y][x][3] + offx
local py = data[y][x][4] + offy
local c = data[y][x][5]
if c ~= lastc then lastc = c; this.calc_shadow(c) end
this._blit(buffer, px, py, idx, c)
end
end
end
-- print text with minimum-space wordwrapping, pixelwidth wp, topleft at x, y, color c, string str
function this.print_wrap(wp, x, y, c, str, buffer)
this.print_precomputed(this.compute_wordwrap(wp, x, y, c, str), 0, 0, buffer)
end
return this
end
font_mini = gui_create_fixwidth_font(img_font_mini, MINI_WIDTH, MINI_HEIGHT, gui_index_mini, true)
font_large = gui_create_fixwidth_font(img_font_large, LARGE_WIDTH, LARGE_HEIGHT, gui_index_mini, true)
font_digits = gui_create_fixwidth_font(img_font_numbers, DIGIT_WIDTH, DIGIT_HEIGHT, gui_index_digit)
function gui_get_char(key, modif)
if key >= 32 and key <= 126 then
local shifted = (bit_and(modif, KMOD_SHIFT) ~= 0)
local crapslock = (bit_and(modif, KMOD_CAPS) ~= 0)
if key >= SDLK_a and key <= SDLK_z then
if shifted ~= crapslock then
key = key - 32
end
end
local k = string.char(key)
k = (shifted and shift_map[k]) or k
return k
end
-- TODO: check some other things
return nil
end
function gui_string_edit(str, insert_position, maxlen, key, modif, uni)
if key == SDLK_BACKSPACE then
if insert_position <= 1 then
str = string.sub(str, 2, #str)
else
str = string.sub(str, 1, insert_position - 2) ..
string.sub(str, insert_position, #str)
end
elseif key == SDLK_DELETE then
if insert_position <= 1 then
str = string.sub(str, 2, #str)
else
str = string.sub(str, 1, insert_position - 1) ..
string.sub(str, insert_position + 1, #str)
end
else
--local k = gui_get_char(key, modif)
local k = uni
if (not k) or (k < 32 or k >= 127) then
k = nil
else
k = string.char(k)
end
if #str < maxlen and k then
str = string.sub(str, 1, insert_position - 1) ..
k ..
string.sub(str, insert_position, #str)
end
end
return str
end
function gui_string_delete(str, position)
if position <= 1 then
str = string.sub(str, 2, #str)
else
str = string.sub(str, 1, position - 2) ..
string.sub(str, position, #str)
end
return str
end
function gui_string_append(str, other, position)
if position == 1 then
return other .. str
elseif position == #str then
return str .. other
else
str_len = #str
str = string.sub(str, 1, position - 1) ..
other ..
string.sub(str, position, str_len)
return str
end
end
--[[Create a new scene.
Each scene contains its own displaylist, buffers, and listeners.]]
function gui_create_scene(width, height, shared_rate)
local scene = {}
function scene.display_object(options)
local this = widgets.widget(options)
this.visible = options.visible
if this.visible == nil then this.visible = true end -- draws this node and children
this.drawable = options.drawable
if this.drawable == nil then this.drawable = true end -- calls the draw method
options.dirty = true -- whether drawing needs to be updated
this.use_img = options.use_img or false -- allocates a img buffer to this node
this.img = options.img or nil
this.listeners = options.listeners or {}
this.alarms = options.alarms or {} -- ticked if seen. Will NOT dispose finished alarms for you!
this.static_alarms = options.static_alarms or {}
function this.free()
common.img_free(this.img) for k,v in pairs(this.children) do v.free() end
end
-- stub for actual drawing
function this.draw_update() end
-- draw this and the child, if possible.
function this.draw()
if this.visible then
if this.drawable then
if this.use_img then -- draw using img buffer
this.detect_bufsize_change()
if this.dirty then
this.draw_update()
this.dirty = false
end
client.img_blit(this.img, this.relx, this.rely)
else -- draw using some other method?
this.draw_update()
end
end
for k,v in pairs(this.children) do v.draw() end
end
end
function this.detect_bufsize_change()
local cw, ch = math.ceil(this.width), math.ceil(this.height)
if this.img == nil then
this.img = common.img_new(cw, ch)
else
local pw, ph
pw, ph = common.img_get_dims(this.img)
pw, ph = math.ceil(pw), math.ceil(ph)
if not (pw == cw and ph == ch) then
common.img_free(this.img)
this.img = common.img_new(cw, ch)
end
end
end
function this.add_listener(ge_type, callback)
if ge_type == nil then error("nil ge_type") end
if callback == nil then error("nil callback") end
local l = this.listeners
if not l[ge_type] then l[ge_type] = {} end
table.insert(l[ge_type], callback)
end
-- given a dT and list of events [ge_type, data] call the listeners with matching type and progress any alarms
function this.pump_listeners(dT, events)
local flat = this.flatten()
for k, v in pairs(flat) do
if v.alarms ~= nil then
for i, j in pairs(v.alarms) do
j.tick(dT)
end
end
if v.static_alarms ~= nil then
for i, j in pairs(v.static_alarms) do
j.tick(dT)
end
end
for i=1, #events do
local ev = events[i]
if v.listeners ~= nil then
local listen_set = v.listeners[ev[1]]
if listen_set ~= nil then
for j=1, #listen_set do
listen_set[j](ev[2])
end
end
end
end
end
end
--Declare a self-cleaning alarm using the common.lua alarm syntax.
function this.alarm(options)
local a = alarm(options)
table.insert(this.alarms, a)
local on_trigger = a.on_trigger
local function wrap()
on_trigger()
for i=1, #this.alarms do
if this.alarms[i] == a then table.remove(this.alarms, i) break end
end
end
a.on_trigger = wrap
end
--[[Declare a self-cleaning alarm using the common.lua alarm syntax, plus a
"name" option so that at most 1 of this alarm exists at one time.]]
function this.static_alarm(options)
local a = alarm(options)
if options.name == nil then error('no static alarm name given') end
this.static_alarms[options.name] = a
local on_trigger = a.on_trigger
local function wrap()
on_trigger()
this.static_alarms[options.name] = nil
end
a.on_trigger = wrap
end
return this
end
local root = scene.display_object{x=0, y=0,
width=width, height=height, align_x=0, align_y=0}
scene.root = root
function scene.hspacer(options)
local this = widgets.hspacer(options)
if options.visible~=nil then this.visible = options.visible else this.visible = true end
this.draw = function()
if this.visible then
for k,v in pairs(this.children) do v.draw() end
end
end
return this
end
function scene.vspacer(options)
local this = widgets.vspacer(options)
if options.visible~=nil then this.visible = options.visible else this.visible = true end
this.draw = function()
if this.visible then
for k,v in pairs(this.children) do v.draw() end
end
end
return this
end
local shared_rate = shared_rate or 1./60
local sharecount = 0
function scene.pump_listeners(dT, events)
-- copy incoming events
local e = {}
local i
for i=1, #events do
table.insert(e, events[i])
end
-- tick timers
sharecount = sharecount + dT
while sharecount > shared_rate do
table.insert(e, {GE_SHARED_ALARM, sharecount})
sharecount = sharecount - shared_rate
end
table.insert(e, {GE_DELTA_TIME, dT})
-- propogate
root.pump_listeners(dT, e)
end
function scene.draw() root.draw() end
function scene.free() root.free() end
function scene.rect_frame(options)
local this = scene.display_object(options)
this.frame_col = options.frame_col or 0xFF888888
this.fill_col = options.fill_col or 0xFFAAAAAA
this.use_img = true
this.dirty = true
function this.draw_update()
local w = math.ceil(this.width)
local h = math.ceil(this.height)
local img = this.img
local frame_col = this.frame_col
local fill_col = this.fill_col
common.img_fill(img, fill_col)
for ix = 0, w-1, 1 do
common.img_pixel_set(img, ix, 0, frame_col)
common.img_pixel_set(img, ix, h-1, frame_col)
end
for iy = 0, h-1, 1 do
common.img_pixel_set(img, 0, iy, frame_col)
common.img_pixel_set(img, w-1, iy, frame_col)
end
end
return this
end
--[[
Draws any number of sampled waveforms as a graph.
To use, "sample_sets" should contain at least one table of
{{samples},color_1,color_2,low_lim,hi_lim} where
samples is any number of floating point values,
color_1 is the "light" color of the waveform(body/highlights),
color_2 is the "dark" color of the waveform(edges),
low_lim is the lower limit of the samples,
hi_lim is higher limit of the samples.
]]
function scene.waveform(options)
local this = scene.display_object(options)
this.sample_sets = options.sample_sets or {
{0.},0xFF888888,0xFF444444,-1,1}
this.bg_col = options.bg_col or 0x44000000
this.midpoint_col = options.bg_col or 0x44888888
this.use_img = true
this.dirty = true
function this.draw_update()
local w = math.ceil(this.width)
local h = math.ceil(this.height)
local img = this.img
local bg_col = this.bg_col
local midpoint_col = this.midpoint_col
common.img_fill(img, bg_col)
local half_h = h/2
local lim = h / 2 - 1;
for k,sample_packet in pairs(this.sample_sets) do
local samples = sample_packet[1]
local col_1 = sample_packet[2]
local col_2 = sample_packet[3]
local scalex = (#samples-1) / w;
local amin = sample_packet[4]
local amax = sample_packet[5]
-- draw midpoint and edges
for n=1, w do
common.img_pixel_set(
img, math.floor(n), 0, this.midpoint_col);
common.img_pixel_set(
img, math.floor(half_h + lim), 0, this.midpoint_col);
common.img_pixel_set(
img, math.floor(half_h - lim), 0, this.midpoint_col);
end
-- now draw the actual waveform
if #samples > 1 then
-- (inlined rescale_value)
local adist = amax - amin;
local bmin = -lim
local bmax = lim
local bdist = bmax - bmin;
local ratio = bdist / adist;
local last = bmin + (samples[1] - amin) * ratio
for n=1, w do
local cur = bmin + (samples[math.floor(n*scalex)+1] - amin) * ratio
local top = math.floor(math.max(cur, last));
local bot = math.floor(math.min(cur, last));
for z=bot, top do
common.img_pixel_set(
img, math.floor(n), z, col_2);
end
common.img_pixel_set(img, math.floor(n), cur, col_1);
last = cur;
end
end
end
end
function this.push(sample_sets)
this.sample_sets = sample_sets
this.dirty = true
end
return this
end
function scene.tile9(options)
local this = scene.display_object(options)
this.tiles = options.tiles
if this.tiles == nil then error('tile9 requires a tiles image specified') end
this.tile_width, this.tile_height = common.img_get_dims(this.tiles)
this.tile_width = math.floor(this.tile_width / 3)
this.tile_height = math.floor(this.tile_height / 3)
this.use_img = true
this.dirty = true
function this.draw_update()
local w = math.ceil(this.width)
local h = math.ceil(this.height)
local img = this.img
local tw = this.tile_width
local th = this.tile_height
common.img_fill(img, 0)
-- corners
client.img_blit_to(img, this.tiles, 0, 0, tw, th, 0, 0)
client.img_blit_to(img, this.tiles, w-tw, 0, tw, th, tw*2, 0)
client.img_blit_to(img, this.tiles, 0, h-th, tw, th, 0, th*2)
client.img_blit_to(img, this.tiles, w-tw, h-th, tw, th, tw*2, th*2)
-- sides
local cap_x = 0
for ix = tw, w-tw*2, tw do
client.img_blit_to(img, this.tiles, ix, 0, tw, th, tw, 0)
client.img_blit_to(img, this.tiles, ix, h-th, tw, th, tw, th*2)
cap_x = ix
end
cap_x = cap_x + tw
local cap_y = 0
for iy = th, h-th*2, th do
client.img_blit_to(img, this.tiles, 0, iy, tw, th, 0, th)
client.img_blit_to(img, this.tiles, w-tw, iy, tw, th, tw*2, th)
cap_y = iy
end
cap_y = cap_y + th
-- middle
for ix = tw, w-tw*2, tw do
for iy = th, h-th*2, th do
client.img_blit_to(img, this.tiles, ix, iy, tw, th, tw, th)
end
end
-- fill gaps with partial tiles
client.img_blit_to(img, this.tiles, cap_x, 0, w-tw-cap_x, th, tw, 0)
client.img_blit_to(img, this.tiles, cap_x, h-th, w-tw-cap_x, th, tw, th*2)
for iy = th, h-th*2, th do
client.img_blit_to(img, this.tiles, cap_x, iy, w-tw-cap_x, th, tw, th)
end
client.img_blit_to(img, this.tiles, 0, cap_y, tw, h-th-cap_y, 0, th)
client.img_blit_to(img, this.tiles, w-tw, cap_y, tw, h-th-cap_y, tw*2, th)
for ix = tw, w-tw*2, tw do
client.img_blit_to(img, this.tiles, ix, cap_y, tw, h-th-cap_y, tw, th)
end
client.img_blit_to(img, this.tiles, cap_x, cap_y, w-tw-cap_x, h-th-cap_y, tw, th)
end
return this
end
function scene.textfield(options)
local this = scene.display_object(options)
this.wordwrap = options.wordwrap
this.autosize = options.autosize or true
this.font = options.font or font_mini
this.use_img = true
this.take_input = options.take_input
if options.take_input==nil then this.take_input = false end
-- so, we are computing the text around offset 0, 0
-- but when we go to display or collide with it, we're going to have to
-- apply the widget offsets on top.
-- TODO: cursor + text selection collision, data structure, rendering
-- TODO: compute_unwrapped should allow new lines...
function this.setter_keys.width(w)
if this.autosize == false then
rawset(this, 'width', w)
this.dirty = true
end
end
function this.setter_keys.height(h)
if this.autosize == false then
rawset(this, 'height', h)
this.dirty = true
end
end
local _text
local _ctab
local _color = options.color or 0xFF880088
if type(_color) ~= "number" then error("color "..tostring(_color).." is not a number") end
local function recalc_glyphs()
if _ctab ~= nil then
this.text_cache = this.font.compute_ctab(_ctab, 0, 0)
else
if this.wordwrap == true then
this.text_cache = this.font.compute_wordwrap(this.width,
0, 0, _color, _text)
else
this.text_cache = this.font.compute_unwrapped(0, 0,
_color, _text)
end
end
this.dirty = true
end
local function recalc_size()
recalc_glyphs()
if this.autosize then
local dim = this.font.dimensions(this.text_cache)
rawset(this, 'width', dim.width)
rawset(this, 'height', dim.height)
end
end
function this.getter_keys.text()
return _text
end
function this.setter_keys.text(str)
_ctab = nil
if _text == str then return end
_text = str
recalc_size()
end
function this.getter_keys.ctab()
return _ctab
end
function this.setter_keys.ctab(ctab)
_text = nil
-- test sameness
local same = true
if _ctab == nil or #_ctab ~= #ctab then same = false
else
local i
for i=1, #ctab do
if _ctab[i] ~= ctab then same = false break end
end
end
if same then return end
-- copy and dirtify
local tabcopy = {}
for k, v in pairs(ctab) do
table.insert(tabcopy, v)
end
_ctab = tabcopy
recalc_size()
end
function this.draw_update()
common.img_fill(this.img, 0x00000000)
this.font.print_precomputed(this.text_cache, 0, 0, this.img)
end
function this.getter_keys.color(v)
return _color
end
function this.setter_keys.color(v)
if type(v) ~= "number" then error("color "..tostring(v).." is not a number") end
_color = v
recalc_glyphs()
end
this.text = options.text or ""
if options.ctab ~= nil then this.ctab = options.ctab end
function this.on_return(key, state, modif)
this.done_typing()
end
function this.clear_keyrepeat()
this.static_alarms['key_waitbuf'] = nil
this.static_alarms['key_repeat'] = nil
this.repeating_key = nil
this.repeating_modif = nil
this.repeating_uni = nil
end
function this.done_typing()
discard_typing_state(this)
end
function this.on_key(key, state, modif, uni, dicks)
if this.take_input then
if state then
if key == SDLK_ESCAPE then
this.done_typing()
elseif key == SDLK_RETURN then
if #this.text>0 then this.buffer_register_new() end
this.on_return(key, state, modif)
elseif key == SDLK_LEFT then
this.cursor_backwards()
elseif key == SDLK_RIGHT then
this.cursor_forwards()
elseif key == SDLK_UP then
this.buffer_backwards()
elseif key == SDLK_DOWN then
this.buffer_forwards()
elseif key == SDLK_HOME then
this.cursor_to_text_start()
elseif key == SDLK_END then
this.cursor_to_text_end()
elseif key == SDLK_BACKSPACE then
this.text = gui_string_delete(this.text, this.cursor_position)
this.cursor_position = math.max(1, this.cursor_position - 1)
this.input_buffer.edit(this.text)
end
end
end
end
this.add_listener(GE_KEY, this.on_key)
function this.on_text(text)
if this.take_input then
this.text = gui_string_append(this.text, text, this.cursor_position)
this.cursor_position = math.max(1, this.cursor_position + #text)
this.input_buffer.edit(this.text)
end
end
this.add_listener(GE_TEXT, this.on_text)
this.cursor_position = 1
this.input_buffer = collect_new_history_buf()
function this.cursor_backwards()
this.cursor_position = math.max(1, this.cursor_position - 1)
end
function this.cursor_forwards()
this.cursor_position = math.min(#this.text + 1, this.cursor_position + 1)
end
function this.cursor_to_text_start()
this.cursor_position = 1
end
function this.cursor_to_text_end()
this.cursor_position = #this.text + 1
end
function this.buffer_backwards()
this.text = this.input_buffer.prev()
this.cursor_to_text_end()
end
function this.buffer_forwards()
this.text = this.input_buffer.next()
this.cursor_to_text_end()
end
function this.buffer_register_new(text)
this.input_buffer.append()
if this.input_buffer.length() > 100 then this.input_buffer.shift() end
end
function this.get_cursor_xy()
if this.text_cache == nil or #this.text == 0 then
return {x=0, y=0}
else
this.cursor_position = math.min(this.cursor_position, #this.text + 1)
local lastrow = this.text_cache[#this.text_cache]
local lastchar = lastrow[#lastrow]
-- of lastchar: 3=x 4=y
return {x=(this.cursor_position - 1) * this.font.width,
y=lastchar[4]}
end
end
recalc_size()
return this
end
function scene.image(options)
local this = scene.display_object(options)
this._img = options.img
this.width, this.height = common.img_get_dims(this._img)
this.width, this.height = options.width or this.width, options.height or this.height
this.scalex, this.scaley = options.scalex or 1.0, options.scaley or 1.0
this.use_img = false
function this.getter_keys.width()
error("can't set the width of an image")
end
function this.getter_keys.height()
error("can't set the height of an image")
end
function this._recalc_size()
local pw, ph
pw, ph = this.width or pw, this.height or ph
rawset(this, 'width', pw)
rawset(this, 'height', ph)
this.dirty = true
end
function this.getter_keys.img()
return this._img
end
function this.setter_keys.img(img)
this._img = img
this._recalc_size()
end
function this.draw_update()
client.img_blit(this._img, this.l, this.t, this.width, this.height, 0, 0, 0xFFFFFFFF, this.scalex, this.scaley)
end
this._recalc_size()
return this
end
function scene.bone(options)
local this = scene.display_object(options)
this.z = options.z or 1
this.model = options.model or nil
this.va = options.va or nil
this.bone_idx = options.bone_idx or 0
this.rot_x = options.rot_x or 0
this.rot_y = options.rot_y or 0
this.rot_y2 = options.rot_y2 or 0
this.scale = options.scale or 1
function this.getter_keys.width() return 0 end
this.getter_keys.height = this.getter_keys.width
function this.draw_update()
if this.model ~= nil or this.va ~= nil then
-- remap pixel coordinates to (-1, 1) range
local ratio = root.height/root.width
local mx = -(this.relx/root.width*2-1)
local my = (this.rely/root.height*2-1)*ratio
this.model.render_local(
mx, my,
this.z,
this.rot_y, this.rot_x, this.rot_y2, this.scale)
end
end
return this
end
--[[
Each frame, before we start drawing, we traverse the DL tree in order to
pass in events.
Each displayobject has a "hash of lists" - one list for each event type.
Callbacks are simply stored in the list.
]]
--[[
The shared alarm records "whether it went off" this frame.
Each count of the trigger injects a SHARED_ALARM event into this frame.
]]
scene.text_cursor = scene.rect_frame{
frame_col = 0x33004488,
fill_col = 0x66004488,
align_x = 0,
align_y = 0,
x = 0,
y = 0,
visible = false
}
scene.text_cursor.add_listener(GE_SHARED_ALARM, function()
local this = scene.text_cursor
-- TODO: Figure out if gui_focus should really be global
if gui_focus ~= nil and gui_focus.font ~=nil then
local font = gui_focus.font
this.width = font.width
this.height = font.height
scene.text_cursor.set_parent(gui_focus)
local target = gui_focus.get_cursor_xy()
-- tweening
if this.visible == false then
this.x = target.x
this.y = target.y
else
this.x = this.x + (target.x - this.x) * 0.3
this.y = this.y + (target.y - this.y) * 0.3
end
this.visible = true
else
this.visible = false
scene.text_cursor.set_parent(scene.root)
end
end)
scene.text_cursor.set_parent(scene.root)
-- TEST CODE
--[[local frame = scene.rect_frame{width=320,height=320, x=width/2, y=height/2}
local frame2 = scene.rect_frame{width=32,height=32, x=0, y=0}
local frame3 = scene.rect_frame{width=32,height=32, x=64, y=96}
local text1 = scene.textfield{width=400,height=100, text="hello world"}
local bone = scene.bone{model=mdl_intel, rot_y = -0.3, rot_x = -0.4, rot_y2 = 0.2, scale = 0.5}
root.add_child(frame)
frame.add_child(text1)
frame.add_child(frame2)
frame.add_child(frame3)
frame.child_to_top(text1)
frame.add_child(bone)
-- rotate using shared alarm(accumulates 60hz frames)
local function bone_rotate(dT)
bone.rot_y = bone.rot_y + 1./6
end
bone.add_listener(GE_SHARED_ALARM, bone_rotate)]]
--[[
-- rotate using dT(passes in the raw dT value and multiplies)
local function bone_rotate_2(dT)
bone.rot_y = bone.rot_y + dT
end
bone.add_listener(GE_DELTA_TIME, bone_rotate_2)]]
return scene
end
function gui_free_scene(scene)
for k in 1, #scene.buffers, 1 do
common.img_free(buffers[k])
end
end
end