core/menusystem: add initial version based on my old menusystem

This commit is contained in:
Kazhnuz 2019-02-10 11:56:45 +01:00
parent 8dda622021
commit 6e7d75f09a
7 changed files with 1086 additions and 0 deletions

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local cwd = (...):gsub('%.flowbox$', '') .. "."
local Menu = require(cwd .. "menu")
FlowBox = Menu:extend()
function FlowBox:new(x,y,w,h,slots_hor,slots_vert)
ListBox.super.new(self, x, y, w, h)
self.slots = slots_hor * slots_vert
self.slots_hor = slots_hor
self.slots_vert = slots_vert
self.begin = 1
self.widgetsH = math.floor( self.h / slots_vert )
self.widgetsW = math.floor( self.w / slots_hor )
self.h = slots_vert * self.widgetsH -- On fait en sorte que la hauteur
self.w = slots_hor * self.widgetsW -- et la largeur
-- soit un multiple du nombre de slot et de leur dimensions
end
function FlowBox:update(dt)
local col, line = self:getCoord(self.selected)
local begincol, beginline = self:getCoord(self.begin)
if line < beginline then
beginline = line
end
if line > beginline + self.slots_vert - 1 then
beginline = line - self.slots_vert + 1
end
if beginline < 0 then
beginline = 0
end
self.begin = beginline * self.slots_hor + 1
end
function FlowBox:getCoord(id_selected)
id_selected = id_selected - 1 -- On simplifie les calcul en prenant 0 comme départ
local line, col
line = math.floor(id_selected / self.slots_hor)
col = id_selected - (line * self.slots_hor)
return col, line
end
function FlowBox:moveCursor(new_col, new_line)
local col, line = self:getCoord(self.selected)
local lastcol, lastline = self:getCoord(#self.listWidget)
if new_line < 0 then
new_line = lastline
end
if new_line > lastline then
new_line = 0
end
if (new_line == lastline) then
if new_col < 0 then
new_col = lastcol
end
if new_col > lastcol then
if (line == lastline) then
new_col = 0
else
new_col = lastcol
end
end
else
if new_col < 0 then
new_col = self.slots_hor - 1
end
if new_col == self.slots_hor then
new_col = 0
end
end
self.selected = (new_line * self.slots_hor) + new_col + 1
end
function FlowBox:keyreleased(key, code)
local col, line = self:getCoord(self.selected)
if key == 'left' then
self:moveCursor(col - 1, line)
end
if key == 'right' then
self:moveCursor(col + 1, line)
end
if key == 'up' then
self:moveCursor(col, line - 1)
end
if key == 'down' then
self:moveCursor(col, line + 1)
end
if key == "A" then
self.listWidget[self.selected]:action()
end
end
function FlowBox:mousemoved(x, y)
local col, line = self:getCoord(self.selected)
local begincol, beginline = self:getCoord(self.begin)
local newcol, newline
newline = beginline + math.floor(y / self.widgetsH)
newcol = math.floor(x / self.widgetsW)
self.selected = (newline * self.slots_hor) + newcol + 1
if self.selected < 1 then
self.selected = 1
end
if self.selected > #self.listWidget then
self.selected = #self.listWidget
end
end
function FlowBox:mousepressed(x, y, button, isTouch)
local col, line = self:getCoord(self.selected)
local begincol, beginline = self:getCoord(self.begin)
local newline, newcol
newline = beginline + math.floor(y / self.widgetsH)
newcol = math.floor(x / self.widgetsW)
self.selected = (newline * self.slots_hor) + newcol + 1
if self.selected < 1 then
self.selected = 1
end
if self.selected > #self.listWidget then
self.selected = #self.listWidget
end
if #self.listWidget > 0 then
self.listWidget[self.selected]:action()
end
end
function FlowBox:draw()
local widgety = self.y
local widgetx = self.x
for i,v in ipairs(self.listWidget) do
if (i >= self.begin) and (i < self.begin + self.slots) then
v:draw(widgetx, widgety, self.widgetsW, self.widgetsH)
if self.selected == i and self.focus == true then
v:drawSelected(widgetx, widgety, self.widgetsW, self.widgetsH)
else
v:draw(widgetx, widgety, self.widgetsW, self.widgetsH)
end
widgetx = widgetx + self.widgetsW
if widgetx == (self.x + self.w) then
widgetx = self.x
widgety = widgety + self.widgetsH
end
end
end
end
return FlowBox

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local cwd = (...):gsub('%.grid$', '') .. "."
local Menu = require(cwd .. "menu")
GridBox = Menu:extend()
function GridBox:new(x,y,w,h,slots_hor,slots_vert)
ListBox.super.new(self, x, y, w, h)
self.slots = slots_hor * slots_vert
self.slots_hor = slots_hor
self.slots_vert = slots_vert
self.begin = 1
self.widgetsH = math.floor( self.h / slots_vert )
self.widgetsW = math.floor( self.w / slots_hor )
self.h = slots_vert * self.widgetsH -- On fait en sorte que la hauteur
self.w = slots_hor * self.widgetsW -- 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.listSlot = {}
for i= 1, self.slots do
self.listSlot[i] = {}
self.listSlot[i].sizeH = 1
self.listSlot[i].sizeW = 1
self.listSlot[i].isSlave = 0
self.listSlot[i].widgetID = i
end
end
function GridBox:update(dt)
self.begin = 1
local slotID = self:getSlotbyCoord(self.cursor.x, self.cursor.y)
if self.listSlot[slotID].isSlave > 0 then
slotID = self.listSlot[slotID].isSlave
end
self.selected = self.listSlot[slotID].widgetID
self.cursor.x, self.cursor.y = self:getCoord(slotID)
end
function GridBox:regenSlots()
local widgetID = 1
for i,v in ipairs(self.listSlot) do
if v.isSlave == 0 and (widgetID <= #self.listWidget) then
self.listSlot[i].widgetID = widgetID
widgetID = widgetID + 1
end
end
end
function GridBox:addCol(slotID)
local col, line = self:getCoord(slotID)
if (col + self.listSlot[slotID].sizeW + 1) <= self.slots_hor then
slotSlave = slotID + self.listSlot[slotID].sizeW
for i = 1, self.listSlot[slotID].sizeH do
self.listSlot[slotSlave + ((i-1)* self.slots_hor)].isSlave = slotID
end
self.listSlot[slotID].sizeW = self.listSlot[slotID].sizeW + 1
end
end
function GridBox:addLine(slotID)
local col, line = self:getCoord(slotID)
if (line + self.listSlot[slotID].sizeH + 1) <= self.slots_vert then
slotSlave = slotID + (self.listSlot[slotID].sizeH * self.slots_hor)
for i = 1, self.listSlot[slotID].sizeW do
self.listSlot[slotSlave + (i-1)].isSlave = slotID
end
self.listSlot[slotID].sizeH = self.listSlot[slotID].sizeH + 1
end
end
function GridBox:getCoord(id_selected)
id_selected = id_selected - 1 -- On simplifie les calcul en prenant 0 comme départ
local line, col
line = math.floor(id_selected / self.slots_hor)
col = id_selected - (line * self.slots_hor)
return col, line
end
function GridBox:getSlotbyCoord(col, line)
return (line * self.slots_hor) + col + 1
end
function GridBox:getSlot(widgetID)
local slotID
for i,v in ipairs(self.listSlot) do
if v.widgetID == widgetID then
return i
end
end
return 0
end
function GridBox:moveCursor(newcol, newline)
local col, line = self.cursor.x, self.cursor.y
local relcol, relline = newcol - col, newline - line
self.cursor.x, self.cursor.y = newcol, newline
while self.cursor.y < 0 do
self.cursor.y = self.cursor.y + self.slots_vert
end
while self.cursor.x < 0 do
self.cursor.x = self.cursor.x + self.slots_hor
end
while self.cursor.y >= self.slots_vert do
self.cursor.y = self.cursor.y - self.slots_vert
end
while self.cursor.x >= self.slots_hor do
self.cursor.x = self.cursor.x - self.slots_hor
end
previousSlot = self:getSlotbyCoord(col, line)
newSlot = self:getSlotbyCoord(self.cursor.x, self.cursor.y)
if (self.listSlot[newSlot].isSlave > 0) or (self.listSlot[newSlot].widgetID > #self.listWidget) then
if (self.listSlot[newSlot].isSlave == previousSlot) or (self.listSlot[newSlot].widgetID > #self.listWidget) then
self:moveCursor(self.cursor.x + relcol, self.cursor.y + relline)
end
end
end
function GridBox:keyreleased(key, code)
slotID = self:getSlot(self.selected)
local col, line = self.cursor.x, self.cursor.y
if key == 'left' then
--self:moveCol(-1)
self:moveCursor(col - 1, line)
end
if key == 'right' then
--self:moveCol(1)
self:moveCursor(col + 1, line)
end
if key == 'up' then
self:moveCursor(col, line - 1)
end
if key == 'down' then
self:moveCursor(col, line + 1)
end
if key == "A" and self.selected <= #self.listWidget then
self.listWidget[self.selected]:action()
end
end
function GridBox:mousemoved(x, y)
local col, line = self:getCoord(self.selected)
local begincol, beginline = self:getCoord(self.begin)
local newcol, newline
local newselect, slotID
newline = beginline + math.floor(y / self.widgetsH)
newcol = math.floor(x / self.widgetsW)
self.cursor.x = newcol
self.cursor.y = newline
if self.selected < 1 then
self.selected = 1
end
if self.selected > #self.listWidget then
self.selected = #self.listWidget
end
end
function GridBox:mousepressed(x, y, button, isTouch)
local col, line = self:getCoord(self.selected)
local begincol, beginline = self:getCoord(self.begin)
local newcol, newline
local newselect, slotID
newline = beginline + math.floor(y / self.widgetsH)
newcol = math.floor(x / self.widgetsW)
newselect = (newline * self.slots_hor) + newcol + 1
if self.listSlot[newselect].isSlave > 0 then
slotID = self.listSlot[newselect].isSlave
else
slotID = newselect
end
self.selected = self.listSlot[slotID].widgetID
if #self.listWidget > 0 and self.selected > 1 and self.selected <= #self.listWidget then
self.listWidget[self.selected]:action()
end
end
function GridBox:draw()
local widgety = self.y
local widgetx = self.x
self:regenSlots() -- On reget les slots au cas où :p
for i,v in ipairs(self.listSlot) do
if (v.isSlave == 0) and (v.widgetID <= #self.listWidget) then
--self.listWidget[v.widgetID]:draw(widgetx, widgety, self.widgetsW * v.sizeW, self.widgetsH * v.sizeH)
if self.selected == v.widgetID and self.focus == true then
self.listWidget[v.widgetID]:drawSelected(widgetx, widgety, self.widgetsW * v.sizeW, self.widgetsH * v.sizeH)
else
self.listWidget[v.widgetID]:draw(widgetx, widgety, self.widgetsW * v.sizeW, self.widgetsH * v.sizeH)
end
end
if (v.isSlave > 0) and false then
love.graphics.setColor(255,255,255,128)
love.graphics.rectangle("fill", widgetx, widgety, self.widgetsW, self.widgetsH)
end
local col, line = self:getCoord(i)
if (col == self.cursor.x) and (line == self.cursor.y) and false then
love.graphics.setColor(255,255,0,128)
love.graphics.rectangle("fill", widgetx, widgety, self.widgetsW, self.widgetsH)
end
--love.graphics.setColor(0,0,0,10)
--love.graphics.rectangle("line", widgetx, widgety, self.widgetsW, self.widgetsH)
widgetx = widgetx + self.widgetsW
if widgetx == (self.x + self.w) then
widgetx = self.x
widgety = widgety + self.widgetsH
end
end
end
return GridBox

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local MenuSystem = {}
local MenuController = Object:extend()
local cwd = (...):gsub('%.init$', '') .. "."
MenuSystem.Parent = require(cwd .. "menu")
MenuSystem.ListBox = require(cwd .. "listbox")
MenuSystem.FlowBox = require(cwd .. "flowbox")
MenuSystem.Grid = require(cwd .. "grid")
MenuSystem.TextMenu = require(cwd .. "textmenu")
MenuSystem.Widget = require(cwd .. "widgets")
--local VirtualPad = require "modules.virtualpad"
function MenuController:new()
self.menus = {}
self.virtualpad = game.input --VirtualPad(1)
end
function MenuController:reset()
self.menus = {}
self.virtualpad = game.input --VirtualPad(1)
end
function MenuController:addMenu(menu)
table.insert(self.menus, menu)
end
function MenuController:update(dt)
self:clear()
for i,v in ipairs(self.menus) do
v.id = i
v:update(dt)
v:updateWidgets(dt)
if v.focus == true then
for k,w in pairs(self.virtualpad.keys) do
if self.virtualpad.keys[k].isPressed then
v:keyreleased(k)
end
end
end
end
end
function MenuController:clear()
-- On retire les entitées marquées comme supprimées
for i,v in ipairs(self.menus) do
if (v.destroyed == true) then
table.remove(self.menus, i)
end
end
end
function MenuController:updateList()
for i,v in ipairs(self.menus) do
v.id = i
end
end
function MenuController:keyreleased(key, code)
-- TODO:depreciated function
end
function MenuController:mousemoved(x, y, dx, dy)
for i,v in ipairs(self.menus) do
if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
v:mousemoved(x - v.x, y - v.y)
for j,u in ipairs(self.menus) do
u.focus = false
end
v.focus = true
end
end
end
function MenuController:mousepressed( x, y, button, istouch )
for i,v in ipairs(self.menus) do
if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
v:mousepressed(x - v.x, y - v.y, button, istouch )
for j,u in ipairs(self.menus) do
u.focus = false
end
v.focus = true
end
end
end
function MenuController:draw(dt) -- On dessine les entitées
for i,v in ipairs(self.menus) do
v.id = i
v:draw(dt)
end
end
MenuSystem.Controller = MenuController
return MenuSystem

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local cwd = (...):gsub('%.listbox$', '') .. "."
local Menu = require(cwd .. "menu")
ListBox = Menu:extend()
function ListBox:new(x,y,w,h,slots)
ListBox.super.new(self, x, y, w, h)
self.slots = slots
self.begin = 1
self.widgetsH = math.floor( self.h / slots )
self.h = slots * self.widgetsH -- On fait en sorte que la hauteur
-- soit un multiple du nombre de slot et de leur hauteur
end
function ListBox:update(dt)
if self.selected < self.begin then
self.begin = self.selected
end
if self.selected > self.begin + self.slots - 1 then
self.begin = self.selected - self.slots + 1
end
if self.begin < 1 then
self.begin = 1
end
end
function ListBox:keyreleased(key, code)
if key == 'up' then
self:moveCursor(self.selected - 1)
end
if key == 'down' then
self:moveCursor(self.selected + 1)
end
if key == "A" then
self.listWidget[self.selected]:action()
end
end
function ListBox:mousemoved(x, y)
self.selected = self.begin + math.floor(y / self.widgetsH)
if self.selected < 1 then
self.selected = 1
end
if self.selected > #self.listWidget then
self.selected = #self.listWidget
end
end
function ListBox:mousepressed(x, y, button, isTouch)
self.selected = self.begin + math.floor(y / self.widgetsH)
if self.selected < 1 then
self.selected = 1
end
if self.selected > #self.listWidget then
self.selected = #self.listWidget
end
if #self.listWidget > 0 then
self.listWidget[self.selected]:action()
end
end
function ListBox:draw()
local widgety = self.y
for i,v in ipairs(self.listWidget) do
if (i >= self.begin) and (i < self.begin + self.slots) then
v:draw(self.x, widgety, self.w, self.widgetsH)
if self.selected == i and self.focus == true then
v:drawSelected(self.x, widgety, self.w, self.widgetsH)
else
v:draw(self.x, widgety, self.w, self.widgetsH)
end
widgety = widgety + self.widgetsH
end
end
end
return ListBox

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local Menu = Object:extend()
function Menu:new(x,y,w,h)
self.x = x
self.y = y
self.w = w
self.h = h
self.listWidget = {}
self.selected = 0
self.selectedPrevious = 0
self.destroyed = false
self.focus = false
self.cancel = 0
self.sound = {}
self.sound.asset = nil
self.sound.active = false
self.canvas = {}
self.canvas.texture = nil
self.canvas.needRedraw = true
end
function Menu:setLastWidgetCancel()
self.cancel = #self.listWidget
end
function Menu:cancelAction()
if (self.cancel ~= 0) then
self.listWidget[self.cancel]:action()
end
end
function Menu:update(dt)
-- Cette fonction ne contient rien par défaut
end
function Menu:empty()
self.listWidget = {}
self.cancel = 0
end
function Menu:resize(x,y,w,h)
self.x = x
self.y = y
self.w = w
self.h = h
end
function Menu:destroy()
self.destroyed = true
end
function Menu:draw()
if self.canvas.needRedraw == true then
CScreen:cease()
self:drawCanvas()
self.canvas.needRedraw = false
CScreen:apply()
end
love.graphics.draw(self.canvas.texture, self.x, self.y)
end
function Menu:drawCanvas()
end
function Menu:keyreleased(key)
-- Cette fonction ne contient rien par défaut
end
function Menu:mousemoved(x, y)
-- Cette fonction ne contient rien par défaut
end
function Menu:mousepressed( x, y, button, istouch )
-- Cette fonction ne contient rien par défaut
end
function Menu:addWidget(newwidget)
if #self.listWidget == 0 then
self.selected = 1
end
table.insert(self.listWidget, newwidget)
end
function Menu:updateWidgets(dt)
self:clearWidgets()
for i,v in ipairs(self.listWidget) do
v.id = i
v:update(dt)
end
end
function Menu:clearWidgets() -- On retire les widgets marquées comme supprimées
for i,v in ipairs(self.listWidget) do
if (v.destroyed == true) then
table.remove(self.listWidget, i)
end
end
end
function Menu:setCursor(cursorid)
self.selected = cursorid --math.max(1, math.min(cursorid, #self.listWidget))
end
function Menu:moveCursor(new_selected)
self:playSelectSound()
if new_selected < 1 then
self.selected = #self.listWidget + new_selected
else
if new_selected > #self.listWidget then
self.selected = new_selected - #self.listWidget
else
self.selected = new_selected
end
end
self.canvas.needRedraw = true
end
function Menu:setSound(soundasset)
self.sound.active = true
self.sound.asset = soundasset
end
function Menu:playSelectSound()
if self.sound.active == true then
self.sound.asset:setVolume(game.options.data.audio.sfx / 100)
love.audio.play( self.sound.asset )
end
end
function Menu:resetView()
-- ne sert à rien ici, c'est juste pour éviter des crash
end
function Menu:moveView()
-- ne sert à rien ici, c'est juste pour éviter des crash
end
return Menu

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local cwd = (...):gsub('%.textmenu$', '') .. "."
local Menu = require(cwd .. "menu")
local TextMenu = Menu:extend()
function TextMenu:new(x, y, font, slots)
TextMenu.super.new(self, x, y, 0, 0)
self.ox = x
self.oy = y
self.font = font
self.align = "left"
self.slots = slots
self.begin = 1
self:getBoundingBox()
end
function TextMenu:getBoundingBox()
self:setWidthAuto()
self.widgetsH = self.font:getHeight()
self.h = self.widgetsH * self.slots
if self.align == "right" then
self.x = self.ox - self.w
elseif self.align == "center" then
self.x = self.ox - self.w / 2
else
self.x = self.ox
end
self.y = self.oy
end
function TextMenu:centerText()
self:setAlign("center")
end
function TextMenu:setAlign(align)
self.align = align
self.font:setAlign("center")
end
function TextMenu:update(dt)
self:getBoundingBox()
if self.selected ~= 0 then
if self.selected < self.begin then
self.begin = self.selected
end
if self.selected > self.begin + self.slots - 1 then
self.begin = self.selected - self.slots + 1
end
end
if self.begin < 1 then
self.begin = 1
end
end
function TextMenu:setWidthAuto()
local width = self.w
for i,v in ipairs(self.listWidget) do
local stringWidth = self.font:getWidth(v.beginlabel .. v.label .. v.endlabel)
width = math.max(stringWidth, width)
end
if width ~= self.w then
self.canvas.needRedraw = true
end
self.w = width
end
function TextMenu:getWidth()
self:setWidthAuto()
return self.w
end
function TextMenu:getHeight()
return self.h
end
function TextMenu:keyreleased(key, code)
if key == 'up' then
self:moveCursor(self.selected - 1)
end
if key == 'down' then
self:moveCursor(self.selected + 1)
end
if key == "A" then
if (self.selected > 0) and (self.selected <= #self.listWidget) then
self.listWidget[self.selected]:action()
end
end
if key == "B" then
self:cancelAction()
end
end
function TextMenu:mousemoved(x, y)
local selectedPrevous = self.selected
self.selected = self.begin + math.floor(y / self.widgetsH)
if self.selected < 1 then
self.selected = 1
end
if self.selected > #self.listWidget then
self.selected = #self.listWidget
end
if self.selected ~= selectedPrevious then
self.canvas.needRedraw = true
end
end
function TextMenu:mousepressed(x, y, button, isTouch)
self.selected = self.begin + math.floor(y / self.widgetsH)
if self.selected < 1 then
self.selected = 1
end
if self.selected > #self.listWidget then
self.selected = #self.listWidget
end
if #self.listWidget > 0 then
self.listWidget[self.selected]:action()
end
if self.selected ~= selectedPrevious then
self.canvas.needRedraw = true
end
end
function TextMenu:drawCanvas()
print("redraw menu")
self.canvas.texture = love.graphics.newCanvas(self.w, self.h)
love.graphics.setCanvas( self.canvas.texture )
local ox, x
local widgety = 0
local ox = self.w / 2
local x = 0
self.font:set()
for i, v in ipairs(self.listWidget) do
if (i >= self.begin) and (i < self.begin + self.slots) then
self:drawWidget(i, widgety)
widgety = widgety + self.widgetsH
end
end
utils.draw.resetColor()
love.graphics.setCanvas( )
end
function TextMenu:drawWidget(widgetID, y)
local widget = self.listWidget[widgetID]
print(widget)
if widget.canvas.needRedraw == true then
self:drawWidgetCanvas(widget)
widget.canvas.needRedraw = false
end
if self.selected == widgetID and self.focus == true then
love.graphics.setColor(1, 1, 0, 1)
else
love.graphics.setColor(1, 1, 1, 1)
end
love.graphics.draw(widget.canvas.texture, 0, y)
end
function TextMenu:drawWidgetCanvas(widget)
widget.canvas.texture = love.graphics.newCanvas(self.w, self.widgetsH)
love.graphics.setCanvas( widget.canvas.texture )
self.font:draw(widget.label, math.floor(self.w / 2), 0, -1, self.align)
self.font:draw(widget.beginlabel, math.floor(0), 0, -1, "left")
self.font:draw(widget.endlabel, math.floor(self.w), 0, -1, "right")
love.graphics.setCanvas( self.canvas.texture )
end
function TextMenu:resetView()
self.begin = 1
self.canvas.needRedraw = true
end
function Menu:moveView(begin, absolute)
--local absolute = absolute or true
self.selected = 0
if (absolute) then
self.begin = begin
else
self.begin = self.begin + begin
end
-- ne sert à rien ici, c'est juste pour éviter des crash
self.canvas.needRedraw = true
end
function Menu:getView()
return self.begin
end
function Menu:isViewAtBeggining()
return (self.begin <= 1)
end
function Menu:isViewAtEnd()
return ((self.begin + self.slots) > (#self.listWidget))
end
return TextMenu

View file

@ -0,0 +1,143 @@
local Widget = {}
BaseWidget = Object:extend()
DummyWidget = BaseWidget:extend()
function BaseWidget:new()
self.destroyed = false
self.selectable = false
self.selection_margin = 0
self.margin = 2
self.label = ""
self.beginlabel = ""
self.endlabel = ""
self.canvas = {}
self.canvas.texture = nil
self.canvas.needRedraw = true
end
function BaseWidget:setCanvas(w, h)
self.canvas = {}
self.canvas.width = w
self.canvas.height = h
self.canvas.selected = {}
self.canvas.selected.texture = nil
self.canvas.selected.active = false
self.canvas.base = {}
self.canvas.base.texture = nil
self.canvas.base.active = false
end
function BaseWidget:selectAction()
-- Do nothing
end
function DummyWidget:new()
DummyWidget.super.new(self)
self.r = love.math.random(128)
self.g = love.math.random(128)
self.b = love.math.random(128)
self.selectable = true
self.label = "DUMMY WIDGET (see modules.menus.widget)"
end
function DummyWidget:draw(x, y, w, h)
x = x + self.margin
y = y + self.margin
w = w - self.margin * 2
h = h - self.margin * 2
love.graphics.setColor(self.r,self.g,self.b,70)
love.graphics.rectangle("fill", x, y, w, h)
love.graphics.setColor(self.r,self.g,self.b)
love.graphics.rectangle("line", x, y, w, h)
end
function BaseWidget:drawSelected(x,y,w,h)
self:draw(x, y, w, h)
x = x + self.selection_margin
y = y + self.selection_margin
w = w - self.selection_margin * 2
h = h - self.selection_margin * 2
love.graphics.setColor(0,0,0)
love.graphics.rectangle("fill", x, y, 4, 8)
love.graphics.rectangle("fill", x, y, 8, 4)
love.graphics.rectangle("fill", x + w, y, -4, 8)
love.graphics.rectangle("fill", x + w, y, -8, 4)
love.graphics.rectangle("fill", x, y + h, 4, -8)
love.graphics.rectangle("fill", x, y + h, 8, -4)
love.graphics.rectangle("fill", x + w, y + h, -4, -8)
love.graphics.rectangle("fill", x + w, y + h, -8, -4)
love.graphics.setColor(255,255,255)
love.graphics.rectangle("fill", x + 1, y + 1, 2, 6)
love.graphics.rectangle("fill", x + 1, y + 1, 6, 2)
love.graphics.rectangle("fill", x + w - 1, y + 1, -2, 6)
love.graphics.rectangle("fill", x + w - 1, y + 1, -6, 2)
love.graphics.rectangle("fill", x + 1, y + h - 1, 2, -6)
love.graphics.rectangle("fill", x + 1, y + h - 1, 6, -2)
love.graphics.rectangle("fill", x + w - 1, y + h - 1, -2, -6)
love.graphics.rectangle("fill", x + w - 1, y + h - 1, -6, -2)
end
function BaseWidget:draw(x, y, w, h)
end
function BaseWidget:update(dt)
-- N/A
end
function BaseWidget:action()
self:destroy()
end
function BaseWidget:destroy()
self.destroyed = true
end
function drawWidget_selected(x, y, w, h)
love.graphics.setColor(0,0,0)
love.graphics.rectangle("fill", x, y, 4, 8)
love.graphics.rectangle("fill", x, y, 8, 4)
love.graphics.rectangle("fill", x + w, y, -4, 8)
love.graphics.rectangle("fill", x + w, y, -8, 4)
love.graphics.rectangle("fill", x, y + h, 4, -8)
love.graphics.rectangle("fill", x, y + h, 8, -4)
love.graphics.rectangle("fill", x + w, y + h, -4, -8)
love.graphics.rectangle("fill", x + w, y + h, -8, -4)
love.graphics.setColor(255,255,255)
love.graphics.rectangle("fill", x + 1, y + 1, 2, 6)
love.graphics.rectangle("fill", x + 1, y + 1, 6, 2)
love.graphics.rectangle("fill", x + w - 1, y + 1, -2, 6)
love.graphics.rectangle("fill", x + w - 1, y + 1, -6, 2)
love.graphics.rectangle("fill", x + 1, y + h - 1, 2, -6)
love.graphics.rectangle("fill", x + 1, y + h - 1, 6, -2)
love.graphics.rectangle("fill", x + w - 1, y + h - 1, -2, -6)
love.graphics.rectangle("fill", x + w - 1, y + h - 1, -6, -2)
end
Widget.Base = BaseWidget
Widget.Dummy = DummyWidget
return Widget