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- local utf8 = require "utf8"
- local UI2D = {}
- local framework = {}
- local has_text_input = false
- local has_mouse = false
- local e_mouse_state = { clicked = 1, held = 2, released = 3, idle = 4 }
- local e_slider_type = { int = 1, float = 2 }
- local modal_window = nil
- local active_window = nil
- local active_widget = nil
- local active_textbox = nil
- local dragged_window = nil
- local repeating_key = nil
- local text_input_character = nil
- local begin_idx = nil
- local margin = 8
- local next_z = 0
- local separator_thickness = 2
- local begin_end_pairs = { b = 0, e = 0 }
- local windows = {}
- local color_themes = {}
- local overriden_colors = {}
- local listbox_state = {}
- local caret_blink = { prev = 0, on = false }
- local font = { handle = nil, w = nil, h = nil }
- local dragged_window_offset = { x = 0, y = 0 }
- local mouse = { x = 0, y = 0, state = e_mouse_state.idle, prev_frame = 0, this_frame = 0, wheel_x = 0, wheel_y = 0 }
- local layout = { x = 0, y = 0, w = 0, h = 0, row_h = 0, total_w = 0, total_h = 0, same_line = false, same_column = false }
- local texture_flags = { mipmaps = true, usage = { 'sample', 'render', 'transfer' } }
- local clamp_sampler
- local active_tooltip = { text = "", x = 0, y = 0 }
- local keys = {
- [ "right" ] = { 0, 0, 0 },
- [ "left" ] = { 0, 0, 0 },
- [ "backspace" ] = { 0, 0, 0 },
- [ "delete" ] = { 0, 0, 0 },
- [ "tab" ] = { 0, 0, 0 },
- [ "return" ] = { 0, 0, 0 },
- [ "kpenter" ] = { 0, 0, 0 }
- }
- color_themes.dark =
- {
- text = { 0.8, 0.8, 0.8 },
- tooltip_bg = { 0, 0, 0 },
- tooltip_border = { 0.3, 0.3, 0.3 },
- window_bg = { 0.26, 0.26, 0.26 },
- window_border = { 0, 0, 0 },
- window_titlebar = { 0.08, 0.08, 0.08 },
- window_titlebar_active = { 0, 0, 0 },
- button_bg = { 0.14, 0.14, 0.14 },
- button_bg_hover = { 0.19, 0.19, 0.19 },
- button_bg_click = { 0.12, 0.12, 0.12 },
- button_border = { 0, 0, 0 },
- check_border = { 0, 0, 0 },
- check_border_hover = { 0.5, 0.5, 0.5 },
- check_mark = { 0.3, 0.3, 1 },
- toggle_border = { 0, 0, 0 },
- toggle_border_hover = { 0.5, 0.5, 0.5 },
- toggle_handle = { 0.8, 0.8, 0.8 },
- toggle_bg_off = { 0.3, 0.3, 0.3 },
- toggle_bg_on = { 0.3, 0.3, 1 },
- radio_border = { 0, 0, 0 },
- radio_border_hover = { 0.5, 0.5, 0.5 },
- radio_mark = { 0.3, 0.3, 1 },
- slider_bg = { 0.3, 0.3, 1 },
- slider_bg_hover = { 0.38, 0.38, 1 },
- slider_thumb = { 0.2, 0.2, 1 },
- list_bg = { 0.14, 0.14, 0.14 },
- list_border = { 0, 0, 0 },
- list_selected = { 0.3, 0.3, 1 },
- list_highlight = { 0.3, 0.3, 0.3 },
- list_track = { 0.08, 0.08, 0.08 },
- list_thumb = { 0.36, 0.36, 0.36 },
- list_thumb_hover = { 0.42, 0.42, 0.42 },
- list_thumb_click = { 0.24, 0.24, 0.24 },
- list_button = { 0.8, 0.8, 0.8 },
- list_button_hover = { 1, 1, 1 },
- list_button_click = { 0.5, 0.5, 0.5 },
- textbox_bg = { 0.03, 0.03, 0.03 },
- textbox_bg_hover = { 0.11, 0.11, 0.11 },
- textbox_border = { 0.1, 0.1, 0.1 },
- textbox_border_focused = { 0.58, 0.58, 1 },
- image_button_border_highlight = { 0.5, 0.5, 0.5 },
- tab_bar_bg = { 0.1, 0.1, 0.1 },
- tab_bar_border = { 0, 0, 0 },
- tab_bar_hover = { 0.2, 0.2, 0.2 },
- tab_bar_highlight = { 0.3, 0.3, 1 },
- progress_bar_bg = { 0.2, 0.2, 0.2 },
- progress_bar_fill = { 0.3, 0.3, 1 },
- progress_bar_border = { 0, 0, 0 },
- modal_tint = { 0.3, 0.3, 0.3 },
- separator = { 0, 0, 0 }
- }
- color_themes.light =
- {
- text = { 0.02, 0.02, 0.02 },
- tooltip_bg = { 1, 1, 1 },
- tooltip_border = { 0, 0, 0 },
- window_bg = { 0.930, 0.930, 0.930 },
- window_border = { 0.000, 0.000, 0.000 },
- window_titlebar = { 0.8, 0.8, 0.8 },
- window_titlebar_active = { 0.54, 0.54, 0.54 },
- button_bg = { 0.800, 0.800, 0.800 },
- button_bg_hover = { 0.900, 0.900, 0.900 },
- button_bg_click = { 0.120, 0.120, 0.120 },
- button_border = { 0.000, 0.000, 0.000 },
- check_border = { 0.000, 0.000, 0.000 },
- check_border_hover = { 0.760, 0.760, 0.760 },
- check_mark = { 0.000, 0.000, 0.000 },
- toggle_border = { 0, 0, 0 },
- toggle_border_hover = { 1, 1, 1 },
- toggle_handle = { 1, 1, 1 },
- toggle_bg_off = { 0.4, 0.4, 0.4 },
- toggle_bg_on = { 0.830, 0.830, 0.830 },
- radio_border = { 0.000, 0.000, 0.000 },
- radio_border_hover = { 0.760, 0.760, 0.760 },
- radio_mark = { 0.172, 0.172, 0.172 },
- slider_bg = { 0.830, 0.830, 0.830 },
- slider_bg_hover = { 0.870, 0.870, 0.870 },
- slider_thumb = { 0.700, 0.700, 0.700 },
- list_bg = { 0.9, 0.9, 0.9 },
- list_border = { 0.000, 0.000, 0.000 },
- list_selected = { 0.686, 0.687, 0.688 },
- list_highlight = { 0.808, 0.810, 0.811 },
- list_track = { 0.82, 0.82, 0.82 },
- list_thumb = { 0.65, 0.65, 0.65 },
- list_thumb_hover = { 0.72, 0.72, 0.72 },
- list_thumb_click = { 0.58, 0.58, 0.58 },
- list_button = { 0, 0, 0 },
- list_button_hover = { 0.3, 0.3, 0.3 },
- list_button_click = { 0.1, 0.1, 0.1 },
- textbox_bg = { 0.700, 0.700, 0.700 },
- textbox_bg_hover = { 0.570, 0.570, 0.570 },
- textbox_border = { 0.000, 0.000, 0.000 },
- textbox_border_focused = { 0.000, 0.000, 1.000 },
- image_button_border_highlight = { 0.500, 0.500, 0.500 },
- tab_bar_bg = { 1.000, 0.994, 0.999 },
- tab_bar_border = { 0.000, 0.000, 0.000 },
- tab_bar_hover = { 0.802, 0.797, 0.795 },
- tab_bar_highlight = { 0.151, 0.140, 1.000 },
- progress_bar_bg = { 1.000, 1.000, 1.000 },
- progress_bar_fill = { 0.830, 0.830, 1.000 },
- progress_bar_border = { 0.000, 0.000, 0.000 },
- modal_tint = { 0.15, 0.15, 0.15 },
- separator = { 0.5, 0.5, 0.5 }
- }
- local colors = color_themes.dark
- -- -------------------------------------------------------------------------- --
- -- Framework --
- -- -------------------------------------------------------------------------- --
- -- LOVR implementation
- function framework.GetKeyDown_LOVR( key )
- return lovr.system.isKeyDown( key )
- end
- function framework.NewSampler_LOVR()
- return lovr.graphics.newSampler( { wrap = 'clamp' } )
- end
- function framework.LoadFont_LOVR( lib_path, size )
- return lovr.graphics.newFont( lib_path .. "DejaVuSansMono.ttf", size or 14, 4 )
- end
- function framework.SetPixelDensity_LOVR( handle )
- handle:setPixelDensity( 1.0 )
- end
- function framework.SetKeyRepeat_LOVR()
- lovr.system.setKeyRepeat( true )
- end
- function framework.IsMouseDown_LOVR( btn )
- return lovr.system.isMouseDown( btn )
- end
- function framework.GetMousePosition_LOVR()
- return lovr.system.getMousePosition()
- end
- function framework.GetWindowDimensions_LOVR()
- return lovr.system.getWindowDimensions()
- end
- function framework.GetTime_LOVR()
- return lovr.timer.getTime()
- end
- function framework.NewTexture_LOVR( w, h )
- return lovr.graphics.newTexture( w, h, texture_flags )
- end
- function framework.SetCanvas_LOVR( pass, tex )
- if not pass then return end
- pass:setCanvas( tex )
- end
- function framework.NewPass_LOVR( tex )
- return lovr.graphics.newPass( tex )
- end
- function framework.SetFont_LOVR( pass )
- pass:setFont( font.handle )
- end
- function framework.ResetPass_LOVR( pass )
- pass:reset()
- end
- function framework.ClearWindow_LOVR( win )
- win.pass:setDepthTest( nil )
- win.pass:setProjection( 1, mat4():orthographic( win.pass:getDimensions() ) )
- win.pass:setColor( colors.window_bg )
- win.pass:fill()
- end
- function framework.SetColor_LOVR( pass, color )
- pass:setColor( color )
- end
- function framework.DrawRect_LOVR( pass, x, y, w, h, type )
- pass:plane( x, y, 0, w, h, 0, 0, 0, 0, type )
- end
- function framework.DrawCircle_LOVR( pass, x, y, radius, type )
- pass:circle( x, y, 0, radius, 0, 0, 0, 0, type )
- end
- function framework.DrawCircleHalf_LOVR( pass, x, y, radius, type, angle1, angle2 )
- pass:circle( x, y, 0, radius, 0, 0, 0, 0, type, angle1, angle2 )
- end
- function framework.DrawLine_LOVR( pass, x1, y1, x2, y2 )
- pass:line( x1, y1, 0, x2, y2, 0 )
- end
- function framework.DrawText_LOVR( pass, text, x, y, w, h, text_w )
- pass:text( text, x + (w / 2), y + (h / 2), 0 )
- end
- function framework.DrawImage_LOVR( pass, tex, x, y, w, h, sampler )
- pass:setMaterial( tex )
- pass:setSampler( sampler )
- pass:plane( x, y, 0, w, -h )
- pass:setMaterial()
- pass:setColor( 1, 1, 1 )
- end
- function framework.SetProjection_LOVR( pass )
- pass:setProjection( 1, mat4():orthographic( pass:getDimensions() ) )
- end
- function framework.ReleaseTexture_LOVR( tex )
- -- noop
- end
- function framework.SetMaterial_LOVR( pass, tex )
- pass:setMaterial( tex )
- end
- -- LOVE implementation
- function framework.GetKeyDown_LOVE( key )
- return love.keyboard.isDown( key )
- end
- function framework.NewSampler_LOVE()
- -- noop
- end
- function framework.LoadFont_LOVE( lib_path, size )
- return love.graphics.newFont( lib_path .. "DejaVuSansMono.ttf", size or 14 )
- end
- function framework.SetPixelDensity_LOVE( handle )
- -- noop
- end
- function framework.SetKeyRepeat_LOVE()
- love.keyboard.setKeyRepeat( true )
- end
- function framework.IsMouseDown_LOVE( btn )
- return love.mouse.isDown( btn )
- end
- function framework.GetMousePosition_LOVE()
- return love.mouse.getPosition()
- end
- function framework.GetWindowDimensions_LOVE()
- return love.window.getMode()
- end
- function framework.GetTime_LOVE()
- return love.timer.getTime()
- end
- function framework.NewTexture_LOVE( w, h )
- return love.graphics.newCanvas( w, h )
- end
- function framework.SetCanvas_LOVE( pass, tex )
- if not tex then
- love.graphics.setCanvas()
- end
- love.graphics.setCanvas( tex )
- end
- function framework.NewPass_LOVE( tex )
- -- noop
- end
- function framework.SetFont_LOVE( pass )
- love.graphics.setFont( font.handle )
- end
- function framework.ResetPass_LOVE( pass )
- -- noop
- end
- function framework.ClearWindow_LOVE( win )
- love.graphics.clear( colors.window_bg )
- end
- function framework.SetColor_LOVE( pass, color )
- love.graphics.setColor( color )
- end
- function framework.DrawRect_LOVE( pass, x, y, w, h, type )
- love.graphics.rectangle( type, x - (w / 2), y - (h / 2), w, h )
- end
- function framework.DrawCircle_LOVE( pass, x, y, radius, type )
- love.graphics.circle( type, x, y, radius )
- end
- function framework.DrawCircleHalf_LOVE( pass, x, y, radius, type, angle1, angle2 )
- love.graphics.arc( type, "open", x, y, radius, angle1, angle2 )
- end
- function framework.DrawLine_LOVE( pass, x1, y1, x2, y2 )
- love.graphics.line( x1, y1, x2, y2 )
- end
- function framework.DrawText_LOVE( pass, text, x, y, w, h, text_w )
- local posx = (x + (w - text_w) / 2)
- local posy = (y + (h - font.h) / 2)
- love.graphics.print( text, posx, posy )
- end
- function framework.DrawImage_LOVE( pass, tex, x, y, w, h, sampler, image_w, image_h )
- love.graphics.draw( tex, x - (w / 2), y - (h / 2), 0, w / image_w, h / image_h )
- end
- function framework.SetProjection_LOVE( pass )
- -- noop
- end
- function framework.ReleaseTexture_LOVE( tex )
- tex:release()
- end
- function framework.SetMaterial_LOVE( pass, tex )
- -- noop
- end
- -- -------------------------------------------------------------------------- --
- -- Internals --
- -- -------------------------------------------------------------------------- --
- local function Clamp( n, n_min, n_max )
- if n < n_min then
- n = n_min
- elseif n > n_max then
- n = n_max
- end
- return n
- end
- local function GetLineCount( str )
- -- https://stackoverflow.com/questions/24690910/how-to-get-lines-count-in-string/70137660#70137660
- local lines = 1
- for i = 1, #str do
- local c = str:sub( i, i )
- if c == '\n' then lines = lines + 1 end
- end
- return lines
- end
- local function WindowExists( id )
- for i, v in ipairs( windows ) do
- if v.id == id then
- return true, i
- end
- end
- return false, 0
- end
- local function WidgetExists( win, id )
- for i, v in ipairs( win.cw ) do
- if v.id == id then
- return true, i
- end
- end
- return false, 0
- end
- local function ListBoxExists( id )
- for i, v in ipairs( listbox_state ) do
- if v.id == id then
- return true, i
- end
- end
- return false, 0
- end
- local function PointInRect( px, py, rx, ry, rw, rh )
- if px >= rx and px <= rx + rw and py >= ry and py <= ry + rh then
- return true
- end
- return false
- end
- local function MapRange( from_min, from_max, to_min, to_max, v )
- return (v - from_min) * (to_max - to_min) / (from_max - from_min) + to_min
- end
- local function GetLabelPart( name )
- local i = string.find( name, "##" )
- if i then
- return string.sub( name, 1, i - 1 )
- end
- return name
- end
- local function GetLongerStringLen( t )
- local len = 0
- local idx = 0
- for i, v in ipairs( t ) do
- local cur = utf8.len( v )
- if cur > len then
- len = cur
- idx = i
- end
- end
- return len
- end
- local function ResetLayout()
- layout = { x = 0, y = 0, w = 0, h = 0, row_h = 0, total_w = 0, total_h = 0, same_line = false, same_column = false }
- end
- local function UpdateLayout( bbox )
- -- Update row height
- if layout.same_line then
- if bbox.h > layout.row_h then
- layout.row_h = bbox.h
- end
- elseif layout.same_column then
- if bbox.h + layout.h + margin < layout.row_h then
- layout.row_h = layout.row_h - layout.h - margin
- else
- layout.row_h = bbox.h
- end
- else
- layout.row_h = bbox.h
- end
- -- Calculate current layout w/h
- if bbox.x + bbox.w + margin > layout.total_w then
- layout.total_w = bbox.x + bbox.w + margin
- end
- if bbox.y + layout.row_h + margin > layout.total_h then
- layout.total_h = bbox.y + layout.row_h + margin
- end
- -- Update layout x/y/w/h and same_line
- layout.x = bbox.x
- layout.y = bbox.y
- layout.w = bbox.w
- layout.h = bbox.h
- layout.same_line = false
- layout.same_column = false
- end
- local function Slider( type, name, v, v_min, v_max, width, num_decimals, tooltip )
- local text = GetLabelPart( name )
- local cur_window = windows[ begin_idx ]
- local text_w = font.handle:getWidth( text )
- local slider_w = 10 * font.w
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = slider_w + margin + text_w, h = (2 * margin) + font.h }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = slider_w + margin + text_w, h = (2 * margin) + font.h }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = slider_w + margin + text_w, h = (2 * margin) + font.h }
- end
- if width and width > bbox.w then
- bbox.w = width
- slider_w = width - margin - text_w
- end
- UpdateLayout( bbox )
- local col = colors.slider_bg
- local result = false
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, slider_w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- col = colors.slider_bg_hover
- if mouse.state == e_mouse_state.clicked then
- active_widget = cur_window.id .. name
- end
- end
- end
- if mouse.state == e_mouse_state.held and active_widget == cur_window.id .. name and cur_window == active_window then
- v = MapRange( bbox.x + 2, bbox.x + slider_w - 2, v_min, v_max, mouse.x - cur_window.x )
- if type == e_slider_type.float then
- v = Clamp( v, v_min, v_max )
- else
- v = Clamp( math.ceil( v ), v_min, v_max )
- if v == 0 then v = 0 end
- end
- end
- if mouse.state == e_mouse_state.released and active_widget == cur_window.id .. name then
- active_widget = nil
- result = true
- end
- local value_text_w = font.handle:getWidth( v )
- local text_label_rect = { x = bbox.x + slider_w + margin, y = bbox.y, w = text_w, h = bbox.h }
- local text_value_rect = { x = bbox.x, y = bbox.y, w = slider_w, h = bbox.h }
- local slider_rect = { x = bbox.x, y = bbox.y + (bbox.h / 2) - (font.h / 2), w = slider_w, h = font.h }
- local thumb_pos = MapRange( v_min, v_max, bbox.x, bbox.x + slider_w - font.h, v )
- local thumb_rect = { x = thumb_pos, y = bbox.y + (bbox.h / 2) - (font.h / 2), w = font.h, h = font.h }
- local value
- if type == e_slider_type.float then
- num_decimals = num_decimals or 2
- local str_fmt = "%." .. num_decimals .. "f"
- value = string.format( str_fmt, v )
- else
- value = v
- end
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = slider_rect, color = col } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = thumb_rect, color = colors.slider_thumb } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = text, bbox = text_label_rect, color = colors.text } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = value, bbox = text_value_rect, color = colors.text } )
- return v, result
- end
- function utf8.sub( s, i, j )
- i = utf8.offset( s, i ) or 1
- local nextOffset = utf8.offset( s, j + 1 )
- j = (nextOffset and nextOffset - 1) or #tostring( s )
- return string.sub( s, i, j )
- end
- -- -------------------------------------------------------------------------- --
- -- User --
- -- -------------------------------------------------------------------------- --
- function UI2D.KeyPressed( key, repeating )
- if repeating then
- if key == "right" then
- repeating_key = "right"
- elseif key == "left" then
- repeating_key = "left"
- elseif key == "backspace" then
- repeating_key = "backspace"
- elseif key == "delete" then
- repeating_key = "delete"
- end
- end
- end
- function UI2D.TextInput( text )
- text_input_character = text
- end
- function UI2D.KeyReleased()
- repeating_key = nil
- end
- function UI2D.WheelMoved( x, y )
- mouse.wheel_x = x
- mouse.wheel_y = y
- end
- function UI2D.Init( type, size )
- framework.type = type
- if type == "lovr" then
- framework.GetKeyDown = framework.GetKeyDown_LOVR
- framework.NewSampler = framework.NewSampler_LOVR
- framework.LoadFont = framework.LoadFont_LOVR
- framework.SetPixelDensity = framework.SetPixelDensity_LOVR
- framework.SetKeyRepeat = framework.SetKeyRepeat_LOVR
- framework.IsMouseDown = framework.IsMouseDown_LOVR
- framework.GetMousePosition = framework.GetMousePosition_LOVR
- framework.GetWindowDimensions = framework.GetWindowDimensions_LOVR
- framework.GetTime = framework.GetTime_LOVR
- framework.NewTexture = framework.NewTexture_LOVR
- framework.SetCanvas = framework.SetCanvas_LOVR
- framework.NewPass = framework.NewPass_LOVR
- framework.SetFont = framework.SetFont_LOVR
- framework.ResetPass = framework.ResetPass_LOVR
- framework.ClearWindow = framework.ClearWindow_LOVR
- framework.SetColor = framework.SetColor_LOVR
- framework.DrawRect = framework.DrawRect_LOVR
- framework.DrawCircle = framework.DrawCircle_LOVR
- framework.DrawText = framework.DrawText_LOVR
- framework.DrawImage = framework.DrawImage_LOVR
- framework.SetProjection = framework.SetProjection_LOVR
- framework.ReleaseTexture = framework.ReleaseTexture_LOVR
- framework.SetMaterial = framework.SetMaterial_LOVR
- framework.DrawCircleHalf = framework.DrawCircleHalf_LOVR
- framework.DrawLine = framework.DrawLine_LOVR
- else
- framework.GetKeyDown = framework.GetKeyDown_LOVE
- framework.NewSampler = framework.NewSampler_LOVE
- framework.LoadFont = framework.LoadFont_LOVE
- framework.SetPixelDensity = framework.SetPixelDensity_LOVE
- framework.SetKeyRepeat = framework.SetKeyRepeat_LOVE
- framework.IsMouseDown = framework.IsMouseDown_LOVE
- framework.GetMousePosition = framework.GetMousePosition_LOVE
- framework.GetWindowDimensions = framework.GetWindowDimensions_LOVE
- framework.GetTime = framework.GetTime_LOVE
- framework.NewTexture = framework.NewTexture_LOVE
- framework.SetCanvas = framework.SetCanvas_LOVE
- framework.NewPass = framework.NewPass_LOVE
- framework.SetFont = framework.SetFont_LOVE
- framework.ResetPass = framework.ResetPass_LOVE
- framework.ClearWindow = framework.ClearWindow_LOVE
- framework.SetColor = framework.SetColor_LOVE
- framework.DrawRect = framework.DrawRect_LOVE
- framework.DrawCircle = framework.DrawCircle_LOVE
- framework.DrawText = framework.DrawText_LOVE
- framework.DrawImage = framework.DrawImage_LOVE
- framework.SetProjection = framework.SetProjection_LOVE
- framework.ReleaseTexture = framework.ReleaseTexture_LOVE
- framework.SetMaterial = framework.SetMaterial_LOVE
- framework.DrawCircleHalf = framework.DrawCircleHalf_LOVE
- framework.DrawLine = framework.DrawLine_LOVE
- end
- local info = debug.getinfo( 1, "S" )
- local lib_path = info.source:match( "@(.*[\\/])" )
- font.handle = framework.LoadFont( lib_path, size )
- framework.SetPixelDensity( font.handle )
- font.h = font.handle:getHeight()
- font.w = font.handle:getWidth( "W" )
- font.size = size or 14
- framework.SetKeyRepeat()
- margin = math.floor( font.h / 2 )
- separator_thickness = math.floor( font.h / 7 )
- end
- function UI2D.InputInfo()
- for i, v in pairs( keys ) do
- if framework.GetKeyDown( i ) then
- if v[ 1 ] == 0 then
- v[ 1 ] = 1
- v[ 2 ] = 1
- v[ 3 ] = 1 -- pressed
- else
- v[ 1 ] = 1
- v[ 2 ] = 0
- v[ 3 ] = 2 -- held
- end
- else
- if v[ 1 ] == 1 then
- v[ 1 ] = 0
- v[ 3 ] = 3 -- released
- else
- v[ 1 ] = 0
- v[ 1 ] = 0
- v[ 3 ] = 0 -- idle
- end
- end
- end
- if framework.IsMouseDown( 1 ) then
- if mouse.prev_frame == 0 then
- mouse.prev_frame = 1
- mouse.this_frame = 1
- mouse.state = e_mouse_state.clicked
- else
- mouse.prev_frame = 1
- mouse.this_frame = 0
- mouse.state = e_mouse_state.held
- end
- else
- if mouse.prev_frame == 1 then
- mouse.state = e_mouse_state.released
- mouse.prev_frame = 0
- else
- mouse.state = e_mouse_state.idle
- end
- end
- mouse.x, mouse.y = framework.GetMousePosition()
- -- Set active window on click
- local hovers_active = false
- local hovers_any = false
- for i, v in ipairs( windows ) do
- if PointInRect( mouse.x, mouse.y, v.x, v.y, v.w, v.h ) then
- if v == active_window then
- hovers_active = true
- end
- hovers_any = true
- has_mouse = true
- end
- end
- if modal_window then
- active_window = modal_window
- hovers_active = false
- end
- local z = 0
- local win = nil
- if not hovers_active then
- for i, v in ipairs( windows ) do
- if PointInRect( mouse.x, mouse.y, v.x, v.y, v.w, v.h ) and mouse.state == e_mouse_state.clicked then
- if v.z > z then
- win = v
- z = v.z
- end
- end
- end
- if win and not modal_window then
- next_z = next_z + 0.01
- win.z = next_z
- active_window = win
- end
- end
- -- Set active to none
- if not hovers_any and mouse.state == e_mouse_state.clicked then
- active_window = nil
- has_text_input = false
- end
- -- Give back mouse
- if not hovers_any then
- has_mouse = false
- end
- -- Handle window dragging
- if active_window then
- local v = active_window
- if PointInRect( mouse.x, mouse.y, v.x, v.y, v.w, (2 * margin) + font.h ) and mouse.state == e_mouse_state.clicked then
- dragged_window = active_window
- dragged_window_offset.x = mouse.x - active_window.x
- dragged_window_offset.y = mouse.y - active_window.y
- end
- if dragged_window then
- if mouse.state == e_mouse_state.held then
- local mx = mouse.x
- local my = mouse.y
- local w, h = framework.GetWindowDimensions()
- mx = Clamp( mx, 10, w - 10 )
- my = Clamp( my, 10, h - 10 )
- dragged_window.x = mx - dragged_window_offset.x
- dragged_window.y = my - dragged_window_offset.y
- end
- end
- end
- if mouse.state == e_mouse_state.released then
- dragged_window = nil
- end
- local now = framework.GetTime()
- if now > caret_blink.prev + 0.4 then
- caret_blink.on = true
- end
- if now > caret_blink.prev + 0.8 then
- caret_blink.on = false
- caret_blink.prev = now
- end
- end
- function UI2D.Begin( name, x, y, is_modal )
- local exists, idx = WindowExists( name ) -- TODO: Can't currently change window title on runtime
- if not exists then
- next_z = next_z + 0.01
- local window = {
- id = name,
- title = GetLabelPart( name ),
- x = x,
- y = y,
- z = next_z,
- w = 0,
- h = 0,
- command_list = {},
- texture = nil,
- texture_w = 0,
- texture_h = 0,
- pass = nil,
- is_hovered = false,
- is_modal = is_modal or false,
- was_called_this_frame = true,
- cw = {}
- }
- table.insert( windows, window )
- if is_modal then
- modal_window = window
- end
- end
- layout.y = (2 * margin) + font.h
- if idx == 0 then
- begin_idx = #windows
- else
- begin_idx = idx
- end
- if idx > 0 then
- windows[ idx ].was_called_this_frame = true
- end
- begin_end_pairs.b = begin_end_pairs.b + 1
- end
- function UI2D.End( main_pass )
- local cur_window = windows[ begin_idx ]
- cur_window.w = layout.total_w
- cur_window.h = layout.total_h
- assert( cur_window.w > 0, "Begin/End block without widgets!" )
- -- Cache texture
- if cur_window.texture then
- if cur_window.texture_w ~= cur_window.w or cur_window.texture_h ~= cur_window.h then
- cur_window.texture:release()
- cur_window.texture_w = cur_window.w
- cur_window.texture_h = cur_window.h
- cur_window.texture = framework.NewTexture( cur_window.w, cur_window.h )
- framework.SetCanvas( cur_window.pass, cur_window.texture )
- end
- else
- cur_window.texture = framework.NewTexture( cur_window.w, cur_window.h )
- cur_window.texture_w = cur_window.w
- cur_window.texture_h = cur_window.h
- cur_window.pass = framework.NewPass( cur_window.texture )
- end
- framework.SetCanvas( nil, cur_window.texture )
- framework.ResetPass( cur_window.pass )
- framework.SetFont( cur_window.pass )
- framework.ClearWindow( cur_window )
- -- Title bar and border
- local title_col = colors.window_titlebar
- if cur_window == active_window then
- title_col = colors.window_titlebar_active
- end
- table.insert( windows[ begin_idx ].command_list,
- { type = "rect_fill", bbox = { x = 0, y = 0, w = cur_window.w, h = (2 * margin) + font.h }, color = title_col } )
- local txt = cur_window.title
- local title_w = utf8.len( txt ) * font.w
- if title_w > cur_window.w - (2 * margin) then -- Truncate title
- local num_chars = ((cur_window.w - (2 * margin)) / font.w) - 3
- txt = string.sub( txt, 1, num_chars ) .. "..."
- title_w = utf8.len( txt ) * font.w
- end
- table.insert( windows[ begin_idx ].command_list,
- { type = "text", text = txt, bbox = { x = margin, y = 0, w = title_w, h = (2 * margin) + font.h }, color = colors.text } )
- table.insert( windows[ begin_idx ].command_list,
- { type = "rect_wire", bbox = { x = 0, y = 0, w = cur_window.w, h = cur_window.h }, color = colors.window_border } )
- -- Do draw commands
- for i, v in ipairs( cur_window.command_list ) do
- if v.type == "rect_fill" then
- if v.is_separator then
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawRect( cur_window.pass, v.bbox.x + (cur_window.w / 2), v.bbox.y, cur_window.w - (2 * margin), separator_thickness, "fill" )
- else
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawRect( cur_window.pass, v.bbox.x + (v.bbox.w / 2), v.bbox.y + (v.bbox.h / 2), v.bbox.w, v.bbox.h, "fill" )
- end
- elseif v.type == "rect_wire" then
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawRect( cur_window.pass, v.bbox.x + (v.bbox.w / 2), v.bbox.y + (v.bbox.h / 2), v.bbox.w, v.bbox.h, "line" )
- elseif v.type == "circle_wire" then
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawCircle( cur_window.pass, v.bbox.x + (v.bbox.w / 2), v.bbox.y + (v.bbox.h / 2), v.bbox.w / 2, "line" )
- elseif v.type == "circle_fill" then
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawCircle( cur_window.pass, v.bbox.x + (v.bbox.w / 2), v.bbox.y + (v.bbox.h / 2), v.bbox.w / 3, "fill" )
- elseif v.type == "circle_wire_half" then
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawCircleHalf( cur_window.pass, v.bbox.x + (v.bbox.w / 2), v.bbox.y + (v.bbox.h / 2), v.bbox.w / 2, "line", v.angle1, v.angle2 )
- elseif v.type == "circle_fill_half" then
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawCircleHalf( cur_window.pass, v.bbox.x + (v.bbox.w / 2), v.bbox.y + (v.bbox.h / 2), v.bbox.w / 2, "fill", v.angle1, v.angle2 )
- elseif v.type == "line" then
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawLine( cur_window.pass, v.x1, v.y1, v.x2, v.y2 )
- elseif v.type == "text" then
- framework.SetColor( cur_window.pass, v.color )
- local text_w = font.handle:getWidth( v.text )
- framework.DrawText( cur_window.pass, v.text, v.bbox.x, v.bbox.y, v.bbox.w, v.bbox.h, text_w )
- elseif v.type == "image" then
- -- NOTE Temp fix. Had to do negative vertical scale. Otherwise image gets flipped?
- framework.SetColor( cur_window.pass, v.color )
- framework.DrawImage( cur_window.pass, v.texture, v.bbox.x + (v.bbox.w / 2), v.bbox.y + (v.bbox.h / 2), v.bbox.w, v.bbox.h, clamp_sampler, v.image_w, v.image_h )
- end
- end
- ResetLayout()
- begin_end_pairs.e = begin_end_pairs.e + 1
- end
- function UI2D.HasMouse()
- return has_mouse
- end
- function UI2D.SetWindowPosition( name, x, y )
- local exists, idx = WindowExists( name )
- if exists then
- windows[ idx ].x = x
- windows[ idx ].y = y
- return true
- end
- return false
- end
- function UI2D.GetWindowPosition( name )
- local exists, idx = WindowExists( name )
- if exists then
- return windows[ idx ].x, windows[ idx ].y
- end
- return nil
- end
- function UI2D.GetWindowSize( name )
- local exists, idx = WindowExists( name )
- if exists then
- return windows[ idx ].w, windows[ idx ].h
- end
- return nil
- end
- function UI2D.SetColorTheme( theme, copy_from )
- if type( theme ) == "string" then
- colors = color_themes[ theme ]
- elseif type( theme ) == "table" then
- copy_from = copy_from or "dark"
- for i, v in pairs( color_themes[ copy_from ] ) do
- if theme[ i ] == nil then
- theme[ i ] = v
- end
- end
- colors = theme
- end
- end
- function UI2D.GetColorTheme()
- for i, v in pairs( color_themes ) do
- if v == colors then
- return i
- end
- end
- end
- function UI2D.OverrideColor( col_name, color )
- if not overriden_colors[ col_name ] then
- local old_color = colors[ col_name ]
- overriden_colors[ col_name ] = old_color
- colors[ col_name ] = color
- end
- end
- function UI2D.ResetColor( col_name )
- if overriden_colors[ col_name ] then
- colors[ col_name ] = overriden_colors[ col_name ]
- overriden_colors[ col_name ] = nil
- end
- end
- function UI2D.SetFontSize( size )
- local info = debug.getinfo( 1, "S" )
- local lib_path = info.source:match( "@(.*[\\/])" )
- clamp_sampler = framework.NewSampler()
- local lib_path = info.source:match( "@(.*[\\/])" )
- font.handle = framework.LoadFont( lib_path, size )
- framework.SetPixelDensity( font.handle )
- font.h = font.handle:getHeight()
- font.w = font.handle:getWidth( "W" )
- font.size = size
- margin = math.floor( font.h / 2 )
- separator_thickness = math.floor( font.h / 7 )
- end
- function UI2D.GetFontSize()
- return font.size
- end
- function UI2D.HasTextInput()
- return has_text_input
- end
- function UI2D.IsModalOpen()
- return modal_window
- end
- function UI2D.EndModalWindow()
- modal_window = nil
- end
- function UI2D.SameLine()
- layout.same_line = true
- end
- function UI2D.SameColumn()
- layout.same_column = true
- end
- function UI2D.Button( name, width, height, tooltip )
- local text = GetLabelPart( name )
- local cur_window = windows[ begin_idx ]
- local text_w = utf8.len( text ) * font.w
- local num_lines = GetLineCount( text )
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = (2 * margin) + text_w, h = (2 * margin) + (num_lines * font.h) }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = (2 * margin) + text_w, h = (2 * margin) + (num_lines * font.h) }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = (2 * margin) + text_w, h = (2 * margin) + (num_lines * font.h) }
- end
- if width and type( width ) == "number" and width > bbox.w then
- bbox.w = width
- end
- if height and type( height ) == "number" and height > bbox.h then
- bbox.h = height
- end
- UpdateLayout( bbox )
- local result = false
- local col = colors.button_bg
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- col = colors.button_bg_hover
- if mouse.state == e_mouse_state.clicked then
- active_widget = cur_window.id .. name
- end
- if mouse.state == e_mouse_state.held then
- col = colors.button_bg_click
- end
- if mouse.state == e_mouse_state.released and active_widget == cur_window.id .. name then
- active_widget = nil
- result = true
- end
- end
- end
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = bbox, color = col } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = bbox, color = colors.button_border } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = text, bbox = bbox, color = colors.text } )
- return result
- end
- function UI2D.SliderInt( name, v, v_min, v_max, width, tooltip )
- return Slider( e_slider_type.int, name, v, v_min, v_max, width, tooltip )
- end
- function UI2D.SliderFloat( name, v, v_min, v_max, width, num_decimals, tooltip )
- return Slider( e_slider_type.float, name, v, v_min, v_max, width, num_decimals, tooltip )
- end
- function UI2D.ProgressBar( progress, width, tooltip )
- local cur_window = windows[ begin_idx ]
- if width and width >= (2 * margin) + (4 * font.w) then
- width = width
- else
- width = 300
- end
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = width, h = (2 * margin) + font.h }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h, w = width, h = (2 * margin) + font.h }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = width, h = (2 * margin) + font.h }
- end
- UpdateLayout( bbox )
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- end
- end
- progress = Clamp( progress, 0, 100 )
- local fill_w = math.floor( (width * progress) / 100 )
- local str = progress .. "%"
- table.insert( windows[ begin_idx ].command_list,
- { type = "rect_fill", bbox = { x = bbox.x, y = bbox.y, w = fill_w, h = bbox.h }, color = colors.progress_bar_fill } )
- table.insert( windows[ begin_idx ].command_list,
- { type = "rect_fill", bbox = { x = bbox.x + fill_w, y = bbox.y, w = bbox.w - fill_w, h = bbox.h }, color = colors.progress_bar_bg } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = bbox, color = colors.progress_bar_border } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = str, bbox = bbox, color = colors.text } )
- end
- function UI2D.Separator()
- local bbox = {}
- if layout.same_line or layout.same_column then
- return
- else
- bbox = { x = 0, y = layout.y + layout.row_h + margin, w = 0, h = 0 }
- end
- UpdateLayout( bbox )
- table.insert( windows[ begin_idx ].command_list, { is_separator = true, type = "rect_fill", bbox = bbox, color = colors.separator } )
- end
- function UI2D.ImageButton( texture, width, height, text, tooltip )
- local cur_window = windows[ begin_idx ]
- local width = width or texture:getWidth()
- local height = height or texture:getHeight()
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = width, h = height }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = width, height = height }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = width, h = height }
- end
- local text_w
- if text then
- text_w = font.handle:getWidth( text )
- font.h = font.handle:getHeight()
- if font.h > bbox.h then
- bbox.h = font.h
- end
- bbox.w = bbox.w + (2 * margin) + text_w
- end
- UpdateLayout( bbox )
- local result = false
- local col = 1
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = bbox, color = colors.image_button_border_highlight } )
- if mouse.state == e_mouse_state.clicked then
- active_widget = cur_window.id .. tostring( texture )
- end
- if mouse.state == e_mouse_state.held then
- col = 0.7
- end
- if mouse.state == e_mouse_state.released and active_widget == cur_window.id .. tostring( texture ) then
- active_widget = nil
- result = true
- end
- end
- end
- local original_w = texture:getWidth()
- local original_h = texture:getHeight()
- if text then
- table.insert( windows[ begin_idx ].command_list,
- {
- type = "image",
- bbox = { x = bbox.x, y = bbox.y + ((bbox.h - height) / 2), w = width, h = height },
- texture = texture,
- image_w = original_w,
- image_h = original_h,
- color = { col, col, col }
- } )
- table.insert( windows[ begin_idx ].command_list,
- { type = "text", text = text, bbox = { x = bbox.x + width, y = bbox.y, w = text_w + (2 * margin), h = bbox.h }, color = colors.text } )
- else
- table.insert( windows[ begin_idx ].command_list, { type = "image", bbox = bbox, texture = texture, image_w = original_w, image_h = original_h, color = { col, col, col } } )
- end
- return result
- end
- function UI2D.Dummy( width, height )
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = width, h = height }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = width, h = height }
- end
- UpdateLayout( bbox )
- end
- function UI2D.TabBar( name, tabs, idx, tooltip )
- local cur_window = windows[ begin_idx ]
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = 0, h = (2 * margin) + font.h }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = 0, h = (2 * margin) + font.h }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = 0, h = (2 * margin) + font.h }
- end
- local result = false, idx
- local total_w = 0
- local col = colors.tab_bar_bg
- local x_off = bbox.x
- for i, v in ipairs( tabs ) do
- local text_w = font.handle:getWidth( v )
- local tab_w = text_w + (2 * margin)
- bbox.w = bbox.w + tab_w
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, x_off + cur_window.x, bbox.y + cur_window.y, tab_w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- col = colors.tab_bar_hover
- if mouse.state == e_mouse_state.clicked and cur_window.id .. name then
- idx = i
- result = true
- end
- else
- col = colors.tab_bar_bg
- end
- end
- local tab_rect = { x = x_off, y = bbox.y, w = tab_w, h = bbox.h }
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = tab_rect, color = col } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = tab_rect, color = colors.tab_bar_border } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = v, bbox = tab_rect, color = colors.text } )
- if idx == i then
- local highlight_thickness = math.floor( font.h / 4 )
- table.insert( windows[ begin_idx ].command_list,
- {
- type = "rect_fill",
- bbox = { x = tab_rect.x + 2, y = tab_rect.y + tab_rect.h - (highlight_thickness), w = tab_rect.w - 4, h = highlight_thickness },
- color = colors.tab_bar_highlight
- } )
- end
- x_off = x_off + tab_w
- end
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = bbox, color = colors.tab_bar_border } )
- UpdateLayout( bbox )
- return result, idx
- end
- function UI2D.Label( text, compact )
- local text_w = font.handle:getWidth( text )
- local num_lines = GetLineCount( text )
- local mrg = (2 * margin)
- if compact then
- mrg = 0
- end
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = text_w, h = mrg + (num_lines * font.h) }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = text_w, h = mrg + (num_lines * font.h) }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = text_w, h = mrg + (num_lines * font.h) }
- end
- UpdateLayout( bbox )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = text, bbox = bbox, color = colors.text } )
- end
- function UI2D.CheckBox( text, checked, tooltip )
- local cur_window = windows[ begin_idx ]
- local text_w = font.handle:getWidth( text )
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = font.h + margin + text_w, h = (2 * margin) + font.h }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = font.h + margin + text_w, h = (2 * margin) + font.h }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = font.h + margin + text_w, h = (2 * margin) + font.h }
- end
- UpdateLayout( bbox )
- local result = false
- local col = colors.check_border
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- col = colors.check_border_hover
- if mouse.state == e_mouse_state.clicked then
- active_widget = cur_window.id .. text
- end
- if mouse.state == e_mouse_state.released and active_widget == cur_window.id .. text then
- active_widget = nil
- result = true
- end
- end
- end
- local check_rect = { x = bbox.x, y = bbox.y + margin, w = font.h, h = font.h }
- local text_rect = { x = bbox.x + font.h + margin, y = bbox.y, w = text_w + margin, h = bbox.h }
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = check_rect, color = col } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = text, bbox = text_rect, color = colors.text } )
- if checked and type( checked ) == "boolean" then
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = "✔", bbox = check_rect, color = colors.check_mark } )
- end
- return result
- end
- function UI2D.ToggleButton( text, checked, tooltip )
- local cur_window = windows[ begin_idx ]
- local text_w = font.handle:getWidth( text )
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = (2 * font.h) + margin + text_w, h = (2 * margin) + font.h }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = (2 * font.h) + margin + text_w, h = (2 * margin) + font.h }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = (2 * font.h) + margin + text_w, h = (2 * margin) + font.h }
- end
- UpdateLayout( bbox )
- local result = false
- local col_border = colors.toggle_border
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- col_border = colors.toggle_border_hover
- if mouse.state == e_mouse_state.clicked then
- active_widget = cur_window.id .. text
- end
- if mouse.state == e_mouse_state.released and active_widget == cur_window.id .. text then
- active_widget = nil
- result = true
- end
- end
- end
- local half_left = { x = bbox.x, y = bbox.y + margin, w = font.h, h = font.h }
- local half_right = { x = bbox.x + font.h, y = bbox.y + margin, w = font.h, h = font.h }
- local middle = { x = bbox.x + (font.h / 2), y = bbox.y + margin, w = font.h, h = font.h }
- local text_rect = { x = bbox.x + (2 * font.h) + margin, y = bbox.y, w = text_w + margin, h = bbox.h }
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = text, bbox = text_rect, color = colors.text } )
- if checked and type( checked ) == "boolean" then
- table.insert( windows[ begin_idx ].command_list, { type = "circle_fill_half", bbox = half_left, color = colors.toggle_bg_on, angle1 = math.pi / 2, angle2 = math.pi * 1.5 } )
- table.insert( windows[ begin_idx ].command_list, { type = "circle_fill_half", bbox = half_right, color = colors.toggle_bg_on, angle1 = -math.pi / 2, angle2 = math.pi / 2 } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = middle, color = colors.toggle_bg_on } )
- table.insert( windows[ begin_idx ].command_list, { type = "circle_fill", bbox = half_right, color = colors.toggle_handle } )
- else
- table.insert( windows[ begin_idx ].command_list, { type = "circle_fill_half", bbox = half_left, color = colors.toggle_bg_off, angle1 = math.pi / 2, angle2 = math.pi * 1.5 } )
- table.insert( windows[ begin_idx ].command_list, { type = "circle_fill_half", bbox = half_right, color = colors.toggle_bg_off, angle1 = -math.pi / 2, angle2 = math.pi / 2 } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = middle, color = colors.toggle_bg_off } )
- table.insert( windows[ begin_idx ].command_list, { type = "circle_fill", bbox = half_left, color = colors.toggle_handle } )
- end
- table.insert( windows[ begin_idx ].command_list, { type = "circle_wire_half", bbox = half_left, color = col_border, angle1 = math.pi / 2, angle2 = math.pi * 1.5 } )
- table.insert( windows[ begin_idx ].command_list, { type = "circle_wire_half", bbox = half_right, color = col_border, angle1 = -math.pi / 2, angle2 = math.pi / 2 } )
- table.insert( windows[ begin_idx ].command_list,
- { type = "line", x1 = bbox.x + (font.h / 2), y1 = bbox.y + margin, x2 = bbox.x + (font.h * 1.5), y2 = bbox.y + margin, color = col_border } )
- table.insert( windows[ begin_idx ].command_list,
- { type = "line", x1 = bbox.x + (font.h / 2), y1 = bbox.y + margin + font.h, x2 = bbox.x + (font.h * 1.5), y2 = bbox.y + margin + font.h, color = col_border } )
- return result
- end
- function UI2D.RadioButton( text, checked, tooltip )
- local cur_window = windows[ begin_idx ]
- local text_w = font.handle:getWidth( text )
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = font.h + margin + text_w, h = (2 * margin) + font.h }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = font.h + margin + text_w, h = (2 * margin) + font.h }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = font.h + margin + text_w, h = (2 * margin) + font.h }
- end
- UpdateLayout( bbox )
- local result = false
- local col = colors.radio_border
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- col = colors.radio_border_hover
- if mouse.state == e_mouse_state.clicked then
- active_widget = cur_window.id .. text
- end
- if mouse.state == e_mouse_state.released and active_widget == cur_window.id .. text then
- active_widget = nil
- result = true
- end
- end
- end
- local check_rect = { x = bbox.x, y = bbox.y + margin, w = font.h, h = font.h }
- local text_rect = { x = bbox.x + font.h + margin, y = bbox.y, w = text_w + margin, h = bbox.h }
- table.insert( windows[ begin_idx ].command_list, { type = "circle_wire", bbox = check_rect, color = col } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = text, bbox = text_rect, color = colors.text } )
- if checked and type( checked ) == "boolean" then
- table.insert( windows[ begin_idx ].command_list, { type = "circle_fill", bbox = check_rect, color = colors.radio_mark } )
- end
- return result
- end
- function UI2D.TextBox( name, num_visible_chars, text, tooltip )
- local cur_window = windows[ begin_idx ]
- local label = GetLabelPart( name )
- local label_w = font.handle:getWidth( label )
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = (4 * margin) + (num_visible_chars * font.w) + label_w, h = (2 * margin) + font.h }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = (4 * margin) + (num_visible_chars * font.w) + label_w, h = (2 * margin) + font.h }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = (4 * margin) + (num_visible_chars * font.w) + label_w, h = (2 * margin) + font.h }
- end
- UpdateLayout( bbox )
- local scroll = 0
- if active_textbox and active_textbox.id == cur_window.id .. name then
- scroll = active_textbox.scroll
- end
- local text_rect = { x = bbox.x, y = bbox.y, w = (2 * margin) + (num_visible_chars * font.w), h = bbox.h }
- local visible_text = nil
- if utf8.len( text ) > num_visible_chars then
- visible_text = utf8.sub( text, scroll + 1, scroll + num_visible_chars )
- else
- visible_text = text
- end
- local label_rect = { x = text_rect.x + text_rect.w + margin, y = bbox.y, w = label_w, h = bbox.h }
- local char_rect = { x = text_rect.x + margin, y = text_rect.y, w = (utf8.len( visible_text ) * font.w), h = text_rect.h }
- -- Text editing
- local caret_rect = nil
- if active_widget == cur_window.id .. name then
- if text_input_character then
- local p = active_textbox.caret + active_textbox.scroll
- local part1 = utf8.sub( text, 1, p )
- local part2 = utf8.sub( text, p + 1, utf8.len( text ) )
- text = part1 .. text_input_character .. part2
- active_textbox.caret = active_textbox.caret + 1
- if active_textbox.caret > num_visible_chars then
- active_textbox.scroll = active_textbox.scroll + 1
- end
- end
- if keys[ "backspace" ][ 3 ] == 1 or repeating_key == "backspace" then
- if active_textbox.caret > 0 then
- local p = active_textbox.caret + active_textbox.scroll
- local part1 = utf8.sub( text, 1, p - 1 )
- local part2 = utf8.sub( text, p + 1, utf8.len( text ) )
- text = part1 .. part2
- local max_scroll = utf8.len( text ) - num_visible_chars
- if active_textbox.scroll < max_scroll or utf8.len( text ) < num_visible_chars then
- active_textbox.caret = active_textbox.caret - 1
- end
- end
- end
- if keys[ "delete" ][ 3 ] == 1 or repeating_key == "delete" then
- if active_textbox.caret < num_visible_chars and active_textbox.caret < utf8.len( text ) then
- local p = active_textbox.caret + active_textbox.scroll
- local part1 = utf8.sub( text, 1, p )
- local part2 = utf8.sub( text, p + 2, utf8.len( text ) )
- text = part1 .. part2
- local max_scroll = utf8.len( text ) - num_visible_chars
- if active_textbox.scroll >= max_scroll and utf8.len( text ) > num_visible_chars then
- active_textbox.caret = active_textbox.caret + 1
- end
- end
- end
- if keys[ "left" ][ 3 ] == 1 or repeating_key == "left" then
- if active_textbox.caret == 0 then
- if active_textbox.scroll > 0 then
- active_textbox.scroll = active_textbox.scroll - 1
- end
- end
- active_textbox.caret = active_textbox.caret - 1
- end
- if keys[ "right" ][ 3 ] == 1 or repeating_key == "right" then
- local full_length = utf8.len( text )
- local visible_length = utf8.len( visible_text )
- if active_textbox.caret == num_visible_chars and full_length > num_visible_chars and active_textbox.scroll < (full_length - visible_length) then
- active_textbox.scroll = active_textbox.scroll + 1
- end
- if active_textbox.caret < full_length then
- active_textbox.caret = active_textbox.caret + 1
- end
- end
- local max_scroll = utf8.len( text ) - num_visible_chars
- if max_scroll < 0 then max_scroll = 0 end
- active_textbox.scroll = Clamp( active_textbox.scroll, 0, max_scroll )
- scroll = active_textbox.scroll
- active_textbox.caret = Clamp( active_textbox.caret, 0, num_visible_chars )
- caret_rect = { x = char_rect.x + (active_textbox.caret * font.w), y = char_rect.y + margin, w = 2, h = font.h }
- end
- local col1 = colors.textbox_bg
- local col2 = colors.textbox_border
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, text_rect.x + cur_window.x, text_rect.y + cur_window.y, text_rect.w, text_rect.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- col1 = colors.textbox_bg_hover
- if mouse.state == e_mouse_state.clicked then
- has_text_input = true
- local pos = math.floor( (mouse.x - cur_window.x - text_rect.x) / font.w )
- if pos > utf8.len( text ) then
- pos = utf8.len( text )
- end
- if active_widget ~= cur_window.id .. name then
- active_textbox = { id = cur_window.id .. name, caret = pos }
- active_textbox.scroll = 0
- active_widget = cur_window.id .. name
- else
- active_textbox.caret = pos
- end
- end
- else
- if mouse.state == e_mouse_state.clicked then
- if active_widget == cur_window.id .. name then -- Deactivate self
- has_text_input = false
- active_textbox = nil
- active_widget = nil
- return text, true
- end
- end
- end
- if active_widget == cur_window.id .. name then
- if keys[ "tab" ][ 3 ] == 1 or keys[ "return" ][ 3 ] == 1 or keys[ "kpenter" ][ 3 ] == 1 then -- Deactivate self
- has_text_input = false
- active_textbox = nil
- active_widget = nil
- return text, true
- end
- end
- end
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = text_rect, color = col1 } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = text_rect, color = col2 } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = visible_text, bbox = char_rect, color = colors.text } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = label, bbox = label_rect, color = colors.text } )
- if caret_rect and caret_blink.on then
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = caret_rect, color = colors.text } )
- end
- return text, false
- end
- function UI2D.ListBoxSetSelected( name, idx )
- local cur_window = windows[ begin_idx ]
- local exists, lst_idx = ListBoxExists( cur_window.id .. name )
- if exists then
- if type( idx ) == "table" then
- listbox_state[ lst_idx ].selection = {}
- for i, v in ipairs( idx ) do
- table.insert( listbox_state[ lst_idx ].selection, v )
- end
- else
- listbox_state[ lst_idx ].selected_idx = idx
- end
- end
- end
- function UI2D.ListBox( name, num_visible_rows, num_visible_chars, collection, selected, multi_select, tooltip )
- local cur_window = windows[ begin_idx ]
- local exists, lst_idx = ListBoxExists( cur_window.id .. name )
- if not exists then
- local selected_idx = 0
- if type( selected ) == "number" then
- selected_idx = selected
- elseif type( selected ) == "string" then
- for i = 1, #collection do
- if selected == collection[ i ] then
- selected_idx = i
- break
- end
- end
- end
- local lb = { id = cur_window.id .. name, selected_idx = selected_idx, scroll_x = 0, scroll_y = 0, selection = {} }
- if selected_idx > 0 then
- table.insert( lb.selection, selected_idx )
- end
- table.insert( listbox_state, lb )
- end
- if lst_idx == 0 then
- lst_idx = #listbox_state
- end
- local sbt = font.h -- scrollbar thickness
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = (2 * margin) + (num_visible_chars * font.w) + sbt, h = (num_visible_rows * font.h) + sbt }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = (2 * margin) + (num_visible_chars * font.w) + sbt, h = (num_visible_rows * font.h) + sbt }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = (2 * margin) + (num_visible_chars * font.w) + sbt, h = (num_visible_rows * font.h) + sbt }
- end
- UpdateLayout( bbox )
- local sb_vertical = { x = bbox.x + bbox.w - sbt, y = bbox.y + sbt, w = sbt, h = bbox.h - (3 * sbt) }
- local sb_horizontal = { x = bbox.x + sbt, y = bbox.y + bbox.h - sbt, w = bbox.w - (3 * sbt), h = sbt }
- local sb_button_top = { x = bbox.x + bbox.w - sbt, y = bbox.y, w = sbt, h = sbt }
- local sb_button_bottom = { x = bbox.x + bbox.w - sbt, y = bbox.y + bbox.h - (2 * sbt), w = sbt, h = sbt }
- local sb_button_left = { x = bbox.x, y = bbox.y + bbox.h - sbt, w = sbt, h = sbt }
- local sb_button_right = { x = bbox.x + bbox.w - (2 * sbt), y = bbox.y + bbox.h - sbt, w = sbt, h = sbt }
- local max_total_chars_x = GetLongerStringLen( collection )
- local highlight_idx = nil
- local result = false
- -- Input for buttons and selection
- local t_btn_col = colors.list_button
- local b_btn_col = colors.list_button
- local l_btn_col = colors.list_button
- local r_btn_col = colors.list_button
- if not modal_window or (modal_window and modal_window == cur_window) then
- if cur_window == active_window then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w, bbox.h ) then -- whole listbox
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- listbox_state[ lst_idx ].scroll_y = listbox_state[ lst_idx ].scroll_y - mouse.wheel_y
- listbox_state[ lst_idx ].scroll_x = listbox_state[ lst_idx ].scroll_x - mouse.wheel_x
- end
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w - sbt, bbox.h - sbt ) and #collection > 0 then -- content area
- highlight_idx = math.floor( (mouse.y - cur_window.y - bbox.y) / (font.h) ) + 1
- highlight_idx = Clamp( highlight_idx, 1, #collection )
- if mouse.state == e_mouse_state.clicked then
- listbox_state[ lst_idx ].selected_idx = highlight_idx + listbox_state[ lst_idx ].scroll_y
- result = true
- if multi_select then
- if framework.GetKeyDown( "lctrl" ) then
- local exists = false
- local idx = 0
- for i, v in ipairs( listbox_state[ lst_idx ].selection ) do
- if v == listbox_state[ lst_idx ].selected_idx then
- idx = i
- exists = true
- break
- end
- end
- if not exists then
- table.insert( listbox_state[ lst_idx ].selection, listbox_state[ lst_idx ].selected_idx )
- else
- table.remove( listbox_state[ lst_idx ].selection, idx )
- end
- else
- listbox_state[ lst_idx ].selection = {}
- table.insert( listbox_state[ lst_idx ].selection, listbox_state[ lst_idx ].selected_idx )
- end
- end
- end
- elseif PointInRect( mouse.x, mouse.y, sb_vertical.x + cur_window.x, sb_vertical.y + cur_window.y, sbt, sb_vertical.h ) then -- v_scrollbar
- elseif PointInRect( mouse.x, mouse.y, sb_horizontal.x + cur_window.x, sb_horizontal.y + cur_window.y, sb_horizontal.w, sbt ) then -- h_scrollbar
- elseif PointInRect( mouse.x, mouse.y, sb_button_top.x + cur_window.x, sb_button_top.y + cur_window.y, sb_button_top.w, sbt ) then -- button top
- t_btn_col = colors.list_button_hover
- if mouse.state == e_mouse_state.clicked then
- listbox_state[ lst_idx ].scroll_y = listbox_state[ lst_idx ].scroll_y - 1
- t_btn_col = colors.list_button_click
- end
- elseif PointInRect( mouse.x, mouse.y, sb_button_bottom.x + cur_window.x, sb_button_bottom.y + cur_window.y, sb_button_bottom.w, sbt ) then -- button bottom
- b_btn_col = colors.list_button_hover
- if mouse.state == e_mouse_state.clicked then
- listbox_state[ lst_idx ].scroll_y = listbox_state[ lst_idx ].scroll_y + 1
- b_btn_col = colors.list_button_click
- end
- elseif PointInRect( mouse.x, mouse.y, sb_button_left.x + cur_window.x, sb_button_left.y + cur_window.y, sb_button_left.w, sbt ) then -- button left
- l_btn_col = colors.list_button_hover
- if mouse.state == e_mouse_state.clicked then
- listbox_state[ lst_idx ].scroll_x = listbox_state[ lst_idx ].scroll_x - 1
- l_btn_col = colors.list_button_click
- end
- elseif PointInRect( mouse.x, mouse.y, sb_button_right.x + cur_window.x, sb_button_right.y + cur_window.y, sb_button_right.w, sbt ) then -- button right
- r_btn_col = colors.list_button_hover
- if mouse.state == e_mouse_state.clicked then
- listbox_state[ lst_idx ].scroll_x = listbox_state[ lst_idx ].scroll_x + 1
- r_btn_col = colors.list_button_click
- end
- end
- end
- end
- -- Draw scrollbars
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = bbox, color = colors.list_bg } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = bbox, color = colors.list_border } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = sb_vertical, color = colors.list_track } )
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = sb_horizontal, color = colors.list_track } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = "△", bbox = sb_button_top, color = t_btn_col } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = "▽", bbox = sb_button_bottom, color = b_btn_col } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = "◁", bbox = sb_button_left, color = l_btn_col } )
- table.insert( windows[ begin_idx ].command_list, { type = "text", text = "▷", bbox = sb_button_right, color = r_btn_col } )
- local max_scroll_y = 0
- if #collection > num_visible_rows then
- max_scroll_y = #collection - num_visible_rows
- end
- local max_scroll_x = max_total_chars_x - num_visible_chars - 1
- if max_scroll_x < 0 then
- max_scroll_x = 0
- end
- listbox_state[ lst_idx ].scroll_y = Clamp( listbox_state[ lst_idx ].scroll_y, 0, max_scroll_y )
- listbox_state[ lst_idx ].scroll_x = Clamp( listbox_state[ lst_idx ].scroll_x, 0, max_scroll_x )
- local scroll_y = listbox_state[ lst_idx ].scroll_y
- local scroll_x = listbox_state[ lst_idx ].scroll_x
- local first = scroll_y + 1
- local last = scroll_y + num_visible_rows
- if #collection < num_visible_rows then
- last = #collection
- end
- -- Input for thumbs
- if not modal_window or (modal_window and modal_window == cur_window) then
- -- thumb vertical
- if max_scroll_y > 0 then
- local v_thumb_height = sb_vertical.h * (num_visible_rows / #collection)
- local max_dist = sb_vertical.h - v_thumb_height
- local scroll_distance = MapRange( 0, max_scroll_y, 0, max_dist, scroll_y )
- local thumb_vertical = { x = bbox.x + bbox.w - sbt, y = bbox.y + sbt + scroll_distance, w = sbt, h = v_thumb_height }
- local col = colors.list_thumb
- if PointInRect( mouse.x, mouse.y, thumb_vertical.x + cur_window.x, thumb_vertical.y + cur_window.y, sbt, thumb_vertical.h ) then
- col = colors.list_thumb_hover
- if mouse.state == e_mouse_state.clicked then
- listbox_state[ lst_idx ].mouse_start_y = mouse.y
- listbox_state[ lst_idx ].old_scroll_y = listbox_state[ lst_idx ].scroll_y
- end
- end
- if mouse.state == e_mouse_state.held and listbox_state[ lst_idx ].mouse_start_y then
- col = colors.list_thumb_click
- local pixel_steps = max_scroll_y / font.h
- local diff = mouse.y - listbox_state[ lst_idx ].mouse_start_y
- listbox_state[ lst_idx ].scroll_y = math.floor( diff / pixel_steps ) + listbox_state[ lst_idx ].old_scroll_y
- end
- if mouse.state == e_mouse_state.released and listbox_state[ lst_idx ].mouse_start_y then
- listbox_state[ lst_idx ].mouse_start_y = nil
- listbox_state[ lst_idx ].old_scroll_y = nil
- end
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = thumb_vertical, color = col } )
- end
- -- thumb horizontal
- if max_scroll_x > 0 then
- local h_thumb_width = sb_horizontal.w * (num_visible_chars / max_total_chars_x)
- local max_dist = sb_horizontal.w - h_thumb_width
- local scroll_distance = MapRange( 0, max_scroll_x, 0, max_dist, scroll_x )
- local thumb_horizontal = { x = bbox.x + sbt + scroll_distance, y = bbox.y + bbox.h - sbt, w = h_thumb_width, h = sbt }
- local col = colors.list_thumb
- if PointInRect( mouse.x, mouse.y, thumb_horizontal.x + cur_window.x, thumb_horizontal.y + cur_window.y, thumb_horizontal.w, sbt ) then
- col = colors.list_thumb_hover
- if mouse.state == e_mouse_state.clicked then
- listbox_state[ lst_idx ].mouse_start_x = mouse.x
- listbox_state[ lst_idx ].old_scroll_x = listbox_state[ lst_idx ].scroll_x
- end
- end
- if mouse.state == e_mouse_state.held and listbox_state[ lst_idx ].mouse_start_x then
- col = colors.list_thumb_click
- local pixel_steps = max_scroll_x / font.h
- local diff = mouse.x - listbox_state[ lst_idx ].mouse_start_x
- listbox_state[ lst_idx ].scroll_x = math.floor( diff / pixel_steps ) + listbox_state[ lst_idx ].old_scroll_x
- end
- if mouse.state == e_mouse_state.released and listbox_state[ lst_idx ].mouse_start_x then
- listbox_state[ lst_idx ].mouse_start_x = nil
- listbox_state[ lst_idx ].old_scroll_x = nil
- end
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = thumb_horizontal, color = col } )
- end
- end
- -- Draw selected rect
- if multi_select then
- for i, v in ipairs( listbox_state[ lst_idx ].selection ) do
- local sel_idx = v
- if sel_idx >= first and sel_idx <= last then
- local selected_rect = { x = bbox.x, y = bbox.y + (sel_idx - scroll_y - 1) * font.h, w = bbox.w - sbt, h = font.h }
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = selected_rect, color = colors.list_selected } )
- end
- end
- else
- local sel_idx = listbox_state[ lst_idx ].selected_idx
- if sel_idx >= first and sel_idx <= last then
- local selected_rect = { x = bbox.x, y = bbox.y + (sel_idx - scroll_y - 1) * font.h, w = bbox.w - sbt, h = font.h }
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = selected_rect, color = colors.list_selected } )
- end
- end
- -- Draw highlight rect
- if highlight_idx then
- local highlight_rect = { x = bbox.x, y = bbox.y + ((highlight_idx - 1) * font.h), w = bbox.w - sbt, h = font.h }
- table.insert( windows[ begin_idx ].command_list, { type = "rect_fill", bbox = highlight_rect, color = colors.list_highlight } )
- end
- -- Draw entries
- local y_offset = bbox.y
- for i = first, last do
- local final_str = nil
- local cur = collection[ i ]
- local cur_len = utf8.len( cur )
- if cur_len - scroll_x > num_visible_chars + 1 then
- final_str = utf8.sub( cur, scroll_x + 1, num_visible_chars + scroll_x + 1 )
- else
- if scroll_x < cur_len then
- final_str = utf8.sub( cur, scroll_x + 1, cur_len )
- else
- final_str = nil
- end
- end
- if final_str then
- local final_len = utf8.len( final_str )
- local item_w = final_len * font.w
- table.insert( windows[ begin_idx ].command_list,
- { type = "text", text = final_str, bbox = { x = bbox.x, y = y_offset, w = item_w + margin, h = font.h }, color = colors.text } )
- end
- y_offset = y_offset + font.h
- end
- if #collection > 0 then
- listbox_state[ lst_idx ].selected_idx = Clamp( listbox_state[ lst_idx ].selected_idx, 0, #collection )
- end
- local t = {}
- if multi_select then
- t = listbox_state[ lst_idx ].selection
- end
- return result, listbox_state[ lst_idx ].selected_idx, t
- end
- function UI2D.CustomWidget( name, width, height, tooltip )
- local cur_window = windows[ begin_idx ]
- local exists, idx = WidgetExists( cur_window, cur_window.id .. name )
- if not exists then
- local new_widget = {}
- new_widget.id = cur_window.id .. name
- new_widget.width = width
- new_widget.height = height
- new_widget.texture = framework.NewTexture( width, height )
- new_widget.pass = framework.NewPass( new_widget.texture )
- framework.SetProjection( new_widget.pass )
- table.insert( cur_window.cw, new_widget )
- idx = #cur_window.cw
- else
- if cur_window.cw[ idx ].width ~= width or cur_window.cw[ idx ].height ~= height then
- cur_window.cw[ idx ].width = width
- cur_window.cw[ idx ].height = height
- framework.ReleaseTexture()
- cur_window.cw[ idx ].texture = framework.NewTexture( width, height )
- framework.SetCanvas( cur_window.cw[ idx ].pass, cur_window.cw[ idx ].texture )
- end
- end
- local bbox = {}
- if layout.same_line then
- bbox = { x = layout.x + layout.w + margin, y = layout.y, w = width, h = height }
- elseif layout.same_column then
- bbox = { x = layout.x, y = layout.y + layout.h + margin, w = width, h = height }
- else
- bbox = { x = margin, y = layout.y + layout.row_h + margin, w = width, h = height }
- end
- UpdateLayout( bbox )
- local clicked = false
- local held = false
- local released = false
- local hovered = false
- local wheelx, wheely = 0, 0
- if not modal_window or (modal_window and modal_window == cur_window) then
- if PointInRect( mouse.x, mouse.y, bbox.x + cur_window.x, bbox.y + cur_window.y, bbox.w, bbox.h ) and cur_window == active_window then
- if tooltip then
- active_tooltip.text = tooltip
- active_tooltip.x = mouse.x
- active_tooltip.y = mouse.y
- end
- hovered = true
- wheelx, wheely = mouse.wheel_x, mouse.wheel_y
- if mouse.state == e_mouse_state.clicked then
- clicked = true
- active_widget = cur_window.cw[ idx ]
- end
- end
- if mouse.state == e_mouse_state.held and cur_window == active_window and active_widget == cur_window.cw[ idx ] then
- held = true
- end
- if mouse.state == e_mouse_state.released and cur_window == active_window and active_widget == cur_window.cw[ idx ] then
- released = true
- active_widget = nil
- end
- end
- cur_window.cw[ idx ].bbox = bbox
- table.insert( windows[ begin_idx ].command_list, { type = "rect_wire", bbox = bbox, color = colors.button_border } )
- framework.ResetPass( cur_window.cw[ idx ].pass )
- framework.SetProjection( cur_window.cw[ idx ].pass )
- if framework.type == "lovr" then
- return cur_window.cw[ idx ].pass, clicked, held, released, hovered, mouse.x - cur_window.x - bbox.x, mouse.y - cur_window.y - bbox.y, wheelx, wheely
- else
- return cur_window.cw[ idx ].texture, clicked, held, released, hovered, mouse.x - cur_window.x - bbox.x, mouse.y - cur_window.y - bbox.y, wheelx, wheely
- end
- end
- function UI2D.RenderFrame( main_pass )
- assert( begin_end_pairs.b == begin_end_pairs.e, "Begin/End pairs don't match! Begin calls: " .. begin_end_pairs.b .. " - End calls: " .. begin_end_pairs.e )
- begin_end_pairs.b = 0
- begin_end_pairs.e = 0
- table.sort( windows, function( a, b ) return a.z > b.z end )
- framework.SetCanvas()
- local count = #windows
- for i = count, 1, -1 do
- local win = windows[ i ]
- if win.was_called_this_frame then
- framework.SetColor( main_pass, { 1, 1, 1 } )
- if modal_window and win ~= modal_window then
- framework.SetColor( main_pass, colors.modal_tint )
- end
- if framework.type == "lovr" then
- framework.SetMaterial( main_pass, win.texture )
- framework.DrawRect( main_pass, win.x + (win.w / 2), win.y + (win.h / 2), win.w, -win.h, "fill" ) --NOTE flip Y fix
- framework.SetMaterial( main_pass )
- else
- love.graphics.draw( win.texture, win.x, win.y )
- end
- for j, k in ipairs( windows[ i ].cw ) do
- framework.SetColor( win.pass, { 1, 1, 1 } )
- framework.SetMaterial( win.pass, k.texture )
- if framework.type == "lovr" then
- framework.DrawRect( win.pass, k.bbox.x + (k.bbox.w / 2), k.bbox.y + (k.bbox.h / 2), k.bbox.w, -k.bbox.h, "fill" )
- else
- love.graphics.draw( k.texture, windows[ i ].x + k.bbox.x, windows[ i ].y + k.bbox.y )
- end
- framework.SetMaterial( win.pass )
- framework.SetColor( win.pass, { 1, 1, 1 } )
- end
- if i == 1 and active_tooltip.text ~= "" then -- Draw tooltip
- local num_lines = GetLineCount( active_tooltip.text )
- local text_w = font.handle:getWidth( active_tooltip.text )
- local rect_x = active_tooltip.x + (text_w / 2) + font.h
- local rect_w = text_w + (2 * margin)
- local rect_h = (num_lines * font.h) + (2 * margin)
- local rect_y = active_tooltip.y - (rect_h / 2)
- local text_y = 0
- local text_x = active_tooltip.x + font.h
- if framework.type == "lovr" then
- text_y = rect_y - margin
- else
- text_y = active_tooltip.y - (font.h / 2) - (num_lines * font.h)
- end
- local width, height
- if framework.type == "lovr" then
- width, height = lovr.system.getWindowDimensions()
- else
- width, height = love.window.getMode()
- end
- if mouse.x > width - rect_w - margin then
- rect_x = active_tooltip.x - (text_w / 2) - font.h
- text_x = active_tooltip.x - font.h - text_w
- end
- if mouse.y < rect_h then
- rect_y = active_tooltip.y + (rect_h / 2)
- text_y = active_tooltip.y + (font.h / 2)
- end
- framework.SetColor( main_pass, colors.tooltip_bg )
- framework.DrawRect( main_pass, rect_x, rect_y, rect_w, rect_h, "fill" )
- framework.SetColor( main_pass, colors.tooltip_border )
- framework.DrawRect( main_pass, rect_x, rect_y, rect_w, rect_h, "line" )
- framework.SetColor( main_pass, colors.text )
- framework.SetFont( main_pass )
- framework.DrawText( main_pass, active_tooltip.text, text_x, text_y, text_w, font.h, text_w )
- active_tooltip.text = ""
- end
- else
- table.remove( windows, i )
- end
- end
- mouse.wheel_x = 0
- mouse.wheel_y = 0
- text_input_character = nil
- local passes = {}
- for i, v in ipairs( windows ) do
- v.command_list = nil
- v.command_list = {}
- v.was_called_this_frame = false
- if framework.type == "lovr" then
- for j, k in ipairs( v.cw ) do
- table.insert( passes, k.pass )
- end
- table.insert( passes, v.pass )
- end
- end
- if framework.type == "lovr" then
- return passes
- end
- end
- return UI2D
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