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guielement.lua
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guielement.lua
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GuiElement = {}; GuiElement.__index = GuiElement;
function GuiElement.new(x,y,width,height,parent,text)
local self = setmetatable({}, GuiElement);
self.x = x;
self.y = y;
self.width = width;
self.height = height;
self.padding = 5;
self.dispx = 0;
self.dispy = 0;
self.dispwidth = 100;
self.dispheight = 100;
self.text_color = {1,1,1};
self.enable_color = {1,1,1};
self.disable_color = {0.5,0.5,0.5};
self.bg_color = {0,0,0};
self.active = true;
self.bypassActiveForClicks = false; -- a few elements bypass the parents activity for click elements, such as the zoom buttons
self.visible = true;
self.transparent = false;
self.ticksShown = 0;
self.holdclick = false; -- If true, it will trigger the click event every tick that it is held, instead of just once at the beginning
self.autopos = "top"; -- float property
self.autosize = false; -- will fill up to the size of its children elements
self.autosizex = false;
self.autosizey = false;
self.staticposition = false; -- will not affect the size of autosize parent
self.autocenterX = false; -- will center to middle of screen (best for popup windows, or also some HUD stuff)
self.autocenterY = false;
self.name = "";
self.text = "";
if (text) then self.text = text; end
self.disptext = "";
-- referential properties
self.parent = parent;
self.children = {};
if (parent) then
--print( o.name .. " added to " .. o.parent.name);
parent:appendElement( self );
else
--elements.push(this);
--print( o.name .. " added to elements " );
table.insert(elements, self);
end
return self;
end
-- GuiElement = {
-- --constructor(x,y,width,height,parent){
-- -- core properties
-- x = 0,
-- y = 0,
-- width = 100,
-- height = 100,
-- padding = 5,
-- dispx = 0,
-- dispy = 0,
-- dispwidth = 100,
-- dispheight = 100,
-- text_color = {1,1,1},
-- enable_color = {1,1,1},
-- disable_color = {0.5,0.5,0.5},
-- bg_color = {0,0,0},
-- active = true,
-- bypassActiveForClicks = false, -- a few elements bypass the parents activity for click elements, such as the zoom buttons
-- visible = true,
-- transparent = false,
-- ticksShown = 0,
-- holdclick = false, -- If true, it will trigger the click event every tick that it is held, instead of just once at the beginning
-- autopos = "top", -- float property
-- autosize = false, -- will fill up to the size of its children elements
-- autosizex = false,
-- autosizey = false,
-- staticposition = false, -- will not affect the size of autosize parent
-- autocenterX = false, -- will center to middle of screen (best for popup windows, or also some HUD stuff)
-- autocenterY = false,
-- name = "",
-- text = "",
-- disptext = "",
-- -- referential properties
-- parent = nil,
-- children = {},
-- }
-- function GuiElement:new(o)
-- o = o or {}
-- setmetatable(o, self)
-- self.__index = self
-- o.children = {};
-- if (o.parent) then
-- --print( o.name .. " added to " .. o.parent.name);
-- o.parent:appendElement( o );
-- else
-- --elements.push(this);
-- --print( o.name .. " added to elements " );
-- table.insert(elements, o);
-- end
-- return o
-- end
-- update() contains most of the auto positioning of text boxes and things, it is an outer layer to the
-- inner layer function onUpdate() which has more personal properties of individual GUI elements
function GuiElement:update()
--print("update");
if self.onUpdate then
self:onUpdate();
end
for i = 1, #self.children do
local e = self.children[i];
e:update();
end
if not self.staticposition then
local p = self.parent;
if p then
-- Float left, each element after is right of the one before it
if p.autopos == "left" then
self.dispx = p.dispx + p.padding;
self.dispy = p.dispy + p.padding;
for i = 1, #p.children do
if (p.children[i].visible) then
if p.children[i] == self then
break;
else
self.dispx = self.dispx + p.children[i].dispwidth + p.padding;
end
end
end
end
if p.autopos == "top" then
self.dispx = p.dispx + p.padding;
self.dispy = p.dispy + p.padding;
for i = 1, #p.children do
if (p.children[i].visible) then
if (p.children[i] == self) then
break;
else
self.dispy = self.dispy + p.children[i].dispheight + p.padding;
end
end
end
end
if p.autopos == "right" then
self.dispx = p.dispx + (p.dispwidth - p.padding - self.dispwidth);
self.dispy = p.dispy + p.padding;
for i = 1, #p.children do
if (p.children[i].visible) then
if p.children[i] == self then
break;
else
self.dispx = self.dispx - (p.children[i].dispwidth + p.padding);
end
end
end
end
else
if (self.autocenterX) then
self.x = WINDOW_WIDTH/GUI_SCALE/2 - self.width/2;
end
if (self.autocenterY) then
self.y = WINDOW_HEIGHT/GUI_SCALE/2 - self.height/2;
end
self.dispx = self.x + self.padding; self.dispy = self.y + self.padding;
end
else
self.dispx = self.x + self.padding; self.dispy = self.y + self.padding;
end
-- This fills up an element based on the size of the children elements inside it:
-- it gets the extremes for X and Y and then pads them out afterwards
if (self.autosize or self.autosizex or self.autosizey) then
--print("Yea autosize");
local minx = 100000; local miny = 100000;
local maxx = 0; local maxy = 0;
for i = 1, #self.children do
local c = self.children[i];
if (c.visible and not c.staticposition) then
if (c.dispx + c.dispwidth > maxx) then
maxx = c.dispx + c.dispwidth;
end
if (c.dispx < minx) then
minx = c.dispx;
end
if (c.dispy + c.dispheight > maxy) then
maxy = c.dispy + c.dispheight;
end
if (c.dispy < miny) then
miny = c.dispy;
end
end
end
-- This padding is compensating for the two lines immediately after
if (self.autosize or self.autosizex) then
self.width = maxx - minx + (self.padding*4);
end
if (self.autosize or self.autosizey) then
self.height = maxy - miny + (self.padding*4);
end
end
self.dispwidth = self.width - (self.padding*2);
self.dispheight = self.height - (self.padding*2);
--this.disptext = this.text;
-- if (!FANCY_TEXT){
-- var lines = 0;
-- var linepos = 0;
-- for (var i = 0; i < this.text.length; i++){
-- --console.log(this.text.slice(i,i+2));
-- if (this.text.slice(i, i+1) == "\n"){
-- lines++;
-- linepos = 0;
-- }
-- if ((linepos+1) % (this.dispwidth/10) == 0){
-- lines++;
-- linepos = 0;
-- --var txt2 = txt1.slice(0, 3) + "\n" + txt1.slice(3);
-- }
-- linepos++;
-- }
-- this.lines = lines;
-- }
-- if (FANCY_TEXT){
-- var h = (16 * this.lines) + this.padding*6;
-- }else{
-- var h = 22 * this.lines + this.padding*5;
-- }
-- this.dispheight = Math.max(this.dispheight, h);
-- if (this.visible){
-- this.ticksShown++;
-- }else{
-- this.ticksShown = 0;
-- }
if not self:getEnabledCondition() then
self.text_color = self.disable_color;
else
self.text_color = self.enable_color;
end
end
-- This is blank by default so each GUI element can have unique per-tick behaviors
function GuiElement:onUpdate()
end
-- This one also acts as a skeleton function for the real behavior which is onClick()
function GuiElement:click(x,y)
for i = 1, #self.children do
local e = self.children[i];
e:click(x,y);
end
if (bypassGameClick) then return end
if (self.visible and (self.active or self.bypassActiveForClicks)) then
if (x > self.dispx*GUI_SCALE and x < (self.dispx + self.dispwidth) * GUI_SCALE
and y > self.dispy*GUI_SCALE and y < (self.dispy + self.dispheight)* GUI_SCALE ) then
if self:getEnabledCondition() then
self:onClick(x,y);
bypassGameClick = true;
end
end
end
end
-- This one is empty and left to be defined individually
function GuiElement:onClick(x,y)
end
-- Wow this is going back to lua unchanged, truly full circle
function GuiElement:appendElement(e)
--print( e.name .. " added to " .. self.name )
e.parent = self;
table.insert(self.children, e);
end
-- This is recursive, and it goes from a top parent element through all the children of the tree
function GuiElement:render()
if (not self.visible) then return; end
-- if (!this.transparent){ fill(0); } else { noFill(); blendMode(DIFFERENCE); }
-- stroke(255);
love.graphics.setColor( self.bg_color );
love.graphics.rectangle( "fill", self.dispx, self.dispy, self.dispwidth, self.dispheight );
love.graphics.setColor( self.text_color );
love.graphics.rectangle( "line", self.dispx, self.dispy, self.dispwidth, self.dispheight );
love.graphics.printf( self.text, self.dispx + self.padding, self.dispy + self.padding, self.dispwidth - (self.padding*2));
-- if (this.transparent){ blendMode(BLEND); }
-- noStroke();
-- fill(255);
-- if (this.text != ""){
-- //this.text = this.text.toUpperCase();
-- //textWrap(LINE)
-- //
-- if (!FANCY_TEXT){
-- text( this.text, this.dispx + this.padding, this.dispy + this.padding, this.dispwidth - (this.padding*2));
-- }else{
-- this.lines = 0;
-- var dx = this.dispx + this.padding; var dy = this.dispy + this.padding;
-- var SOURCE_SIZE = 8;
-- var DEST_SIZE = 16;
-- var i = 0; var column = 0; this.maxcolumns = Math.floor ( this.dispwidth / DEST_SIZE ) ;
-- while ( i < this.text.length ){
-- var c = this.text.charCodeAt(i); var cy = Math.floor( c / 16 ); var cx = c % 16;
-- if ( c != 32 ){
-- //image(img, dx, dy, dWidth, dHeight, sx, sy, [sWidth], [sHeight])
-- image(FONT, dx, dy, DEST_SIZE, DEST_SIZE, cx * SOURCE_SIZE, cy * SOURCE_SIZE, SOURCE_SIZE, SOURCE_SIZE);
-- }
-- dx += Math.ceil( DEST_SIZE * 1 ); column++;
-- if (c == 32){
-- var f = this.text.substring(i+1); var tospace = f.split(" "); var tonl = f.split("\n");
-- var f2 = ( tospace[0].length < tonl[0].length ) ? tospace : tonl;
-- if ( column + (f2[0].length) > this.maxcolumns ){
-- dy += ( DEST_SIZE ); dx = this.dispx + this.padding;
-- column = 0; this.lines++;
-- }
-- }else if (this.text.substring(i,i+1) == "\n"){
-- dy += ( DEST_SIZE ); dx = this.dispx + this.padding;
-- column = 0; this.lines++;
-- }
-- i++;
-- }
-- }
-- }else{
-- this.lines = 0;
-- }
if (self.onRender) then
self:onRender();
end
for i = 1, #self.children do
local e = self.children[i];
e:render();
end
end
-- Same deal, this is empty so each element can have custom rendering stuff
function GuiElement:onRender()
end
-- Likewise for the following methods
function GuiElement:show()
self.visible = true;
for i = 1, #self.children do
local e = self.children[i];
e:show();
end
self:onShow();
end
function GuiElement:onShow()
end
function GuiElement:hide()
self.visible = false;
for i = 1, #self.children do
local e = self.children[i];
e:hide();
end
end
-- This can be considered a final checking condition, even when the gui element is active, visible, etc.
-- There still may be certain external variables, like the status of the rom or the song,
-- which might preclude this button from being clickable-- they can be put here.
function GuiElement:getEnabledCondition()
return true;
end