-- grid :: a menu with arbitrary widget placement and size on a grid. --[[ Copyright © 2019 Kazhnuz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local cwd = (...):gsub('%.grid$', '') .. "." local Menu = require(cwd .. "parent") local GridBox = Menu:extend() local menuutils = require(cwd .. "widgets.utils") -- INIT FUNCTIONS -- Initialize and configure the menu function GridBox:new(menusystem, name, x, y, w, h, colNumber, lineNumber) self.view = {} self.view.slotNumber = colNumber * lineNumber self.view.colNumber = colNumber self.view.lineNumber = lineNumber self.view.firstSlot = 1 GridBox.super.new(self, menusystem, name, x, y, w, h) self.h = lineNumber * self.widget.h -- On fait en sorte que la hauteur self.w = colNumber * self.widget.w -- et la largeur -- soit un multiple du nombre de slot et de leur dimensions self.cursor = {} self.cursor.x = 0 self.cursor.y = 0 -- La gridbox possède la particularité de pouvoir fusioner des slots, on fait -- donc une liste de slots disponibles, qui serviront par la suite. self.slots = {} end function GridBox:addSlot(widgetID, x, y, w, h) local slot = {} slot.x = x slot.y = y slot.w = w slot.h = h slot.widgetID = widgetID table.insert(self.slots, slot) end function GridBox:updateWidgetSize() self.widget.h = math.floor( self.h / self.view.lineNumber ) self.widget.w = math.floor( self.w / self.view.colNumber ) end -- INFO FUNCTIONS -- Get the info of the widgets function GridBox:getWidgetSize(id) local slot = self:getWidgetSlot(id) if slot == 0 then return 1, 1 else return self.widget.w * self.slots[slot].w, self.widget.h * self.slots[slot].h end end function GridBox:getSlotHitbox(slot) local x, y, w, h x = self.slots[slot].x * self.widget.w y = self.slots[slot].y * self.widget.h w = self.slots[slot].w * self.widget.w h = self.slots[slot].h * self.widget.h return x, y, w, h end function GridBox:getSlotCenter(slot) local x, y, w, h = self:getSlotHitbox(slot) return x + (w/2), y + (h/2) end function GridBox:getWidgetID(slot) local widgetID if self.slots[slot] ~= nil then widgetID = self.slots[slot].widgetID else widgetID = 0 end return widgetID end function GridBox:haveWidget(slot) local id = self:getWidgetID(slot) return self.widget.list[id] ~= nil end function GridBox:getWidgetSlot(widgetID) local slot = 0 for i,v in ipairs(self.slots) do if (self.slots[i].widgetID == widgetID) then slot = i end end return slot end function GridBox:getWidgetAtPoint(x, y) local x = x or 0 local y = y or 0 local widgetID = nil for i,v in ipairs(self.slots) do local xx, yy, ww, hh = self:getSlotHitbox(i) if (x >= xx) and (y >= yy) and (x < xx + ww) and (y < yy + hh) then widgetID = v.widgetID end end return widgetID end -- UPDATE FUNCTIONS -- Update the Grid and its view function GridBox:update(dt) self.view.firstSlot = 1 end -- KEYS FUNCTIONS -- Handle the keyboard/manette functions function GridBox:keyreleased(key, code) slotID = self:getWidgetSlot(self.widget.selected) local col, line = self.cursor.x, self.cursor.y if key == 'left' then self:moveCol(-1) end if key == 'right' then self:moveCol(1) end if key == 'up' then self:moveLine(-1) end if key == 'down' then self:moveLine(1) end if key == "A" and self.widget.selected <= #self.widget.list then self.widget.list[self.widget.selected]:action("key") end end function GridBox:moveCol(direction) local orig_x, orig_y = self:getSlotCenter(self.widget.selected) local distance = self.w -- on met directement à la distance max possible le système local nearastWidget = 0 for i,v in ipairs(self.slots) do local xx, yy = self:getSlotCenter(i) -- On commence par vérifier si le slot est bien positionné par rapport au -- widget de base if utils.math.sign(xx - orig_x) == direction then if utils.math.pointDistance(orig_x, orig_y, xx, yy) < distance then distance = utils.math.pointDistance(orig_x, orig_y, xx, yy) nearestWidget = v.widgetID end end end if nearestWidget ~= 0 then self.widget.selected = nearestWidget end end function GridBox:moveLine(direction) local orig_x, orig_y = self:getSlotCenter(self.widget.selected) local distance = self.h -- on met directement à la distance max possible le système local nearastWidget = 0 for i,v in ipairs(self.slots) do local xx, yy = self:getSlotCenter(i) -- On commence par vérifier si le slot est bien positionné par rapport au -- widget de base if utils.math.sign(yy - orig_y) == direction then if utils.math.pointDistance(orig_x, orig_y, xx, yy) < distance then distance = utils.math.pointDistance(orig_x, orig_y, xx, yy) nearestWidget = v.widgetID end end end if nearestWidget ~= 0 then self.widget.selected = nearestWidget end end -- MOUSE FUNCTIONS -- Handle the mouse and activate the widgets with it function GridBox:mousemoved(x, y) local widgetID = self:getWidgetAtPoint(x, y) if widgetID ~= nil then self.widget.selected = widgetID self:getFocus() end if self.widget.selected < 1 then self.widget.selected = 1 end if self.widget.selected > #self.widget.list then self.widget.selected = #self.widget.list end end function GridBox:mousepressed(x, y, button, isTouch) local widgetID = self:getWidgetAtPoint(x, y) if widgetID ~= nil then self.widget.selected = widgetID self:getFocus() if #self.widget.list > 0 and self.widget.selected > 1 and self.widget.selected <= #self.widget.list then self.widget.list[self.widget.selected]:action("pointer") end end end -- DRAW FUNCTIONS -- Draw the menu and its content function GridBox:draw() for i,v in ipairs(self.slots) do if self:haveWidget(i) then local widgetx = self.x + (v.x * self.widget.w) local widgety = self.y + (v.y * self.widget.h) if self.widget.selected == v.widgetID and self:haveFocus() == true then self.widget.list[v.widgetID]:drawSelected(widgetx, widgety) else self.widget.list[v.widgetID]:draw(widgetx, widgety) end end end end function GridBox:drawCursor() self:updateView() if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then local slot = self:getWidgetSlot(self.widget.selected) local w, h = self:getWidgetSize(slot) local x = self.slots[slot].x * self.widget.w local y = self.slots[slot].y * self.widget.h menuutils.drawCursor(self.x + x, self.y + y, w, h) end end return GridBox