sonic-radiance/sonic-radiance.love/game/modules/gui/init.lua

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local gui = {}
local TileSet = require "birb.modules.assets.types.tileset"
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local barborder = love.graphics.newImage("assets/gui/barborder.png")
local barSmall = TileSet("assets/gui/bar_small")
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local mask_shader = love.graphics.newShader[[
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
if (Texel(texture, texture_coords).rgb == vec3(0.0)) {
// a discarded pixel wont be applied as the stencil.
discard;
}
return vec4(1.0);
}
]]
local function myStencilFunction(mask)
love.graphics.setShader(mask_shader)
love.graphics.draw(mask, 0, 0)
love.graphics.setShader()
end
function gui.newBorder(width, height, middlePosition)
local tileset = love.graphics.newImage("assets/gui/borders.png")
local tilequad = {}
local w, h = tileset:getDimensions()
tilequad[1] = love.graphics.newQuad(0, 0, 20, 20, w, h)
tilequad[2] = love.graphics.newQuad(20, 0, 20, 20, w, h)
tilequad[3] = love.graphics.newQuad(40, 0, 20, 20, w, h)
tilequad[4] = love.graphics.newQuad(60, 0, 20, 20, w, h)
local canvas = love.graphics.newCanvas(width, height)
love.graphics.setCanvas(canvas)
utils.graphics.resetColor()
local height = math.ceil(height / 20)
local width = math.ceil(width / 20)
for i=1, width do
if i < middlePosition then
love.graphics.draw(tileset, tilequad[1], (i-1) * 20, 0)
elseif (i == middlePosition) then
love.graphics.draw(tileset, tilequad[2], (i-1) * 20, 0)
else
love.graphics.draw(tileset, tilequad[3], (i-1) * 20, 0)
end
if height > 1 then
for j = 2, height do
love.graphics.draw(tileset, tilequad[4], (i-1) * 20, (j-1) * 20)
end
end
end
love.graphics.setCanvas( )
local imagedata = canvas:newImageData()
local texture = love.graphics.newImage( imagedata )
imagedata:release()
canvas:release()
return texture
end
function gui.newChoiceBack(approximateWidth)
local asset = love.graphics.newImage("assets/gui/attacklist.png")
local sw, sh = asset:getDimensions()
local startAsset = love.graphics.newQuad(0, 0, 21, sh, sw, sh)
local midAsset = love.graphics.newQuad(21, 0, 12, sh, sw, sh)
local endAsset = love.graphics.newQuad(sw-25, 0, 25, sh, sw, sh)
local iterations = math.floor((approximateWidth / 12) - 4)
local width = (iterations * 12)
local height = 16
local canvasWidth = width + 21 + 25
local canvas = love.graphics.newCanvas(canvasWidth, height)
love.graphics.setCanvas(canvas)
love.graphics.draw(asset, startAsset, 0, 0)
love.graphics.draw(asset, endAsset, 21 + width, 0)
for i=1, (iterations) do
love.graphics.draw(asset, midAsset, 21 + ((i-1)*12), 0)
end
love.graphics.setCanvas( )
local imagedata = canvas:newImageData()
local texture = love.graphics.newImage( imagedata )
imagedata:release()
canvas:release()
return texture
end
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function gui.drawBar(x, y, width, height)
width = math.floor(width)
if (width > 0) then
height = 7
if (width <= 8) then
barSmall:drawTile(9 - width, 0, 0)
else
love.graphics.draw(barborder, x, y)
local barwidth = math.max(width-14, 0)
love.graphics.rectangle("fill", x+7, y, barwidth, height)
love.graphics.draw(barborder, x+barwidth+7, y, 0, -1, -1, 7, 7)
end
end
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end
function gui.newTextBox(filename, width, height)
local baseimage = love.graphics.newImage(filename)
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width, height = math.floor(width), math.floor(height)
local quad, quad_mask = {}, {}
quad[1] = love.graphics.newQuad(00, 00, 8, 8, 48, 32)
quad[2] = love.graphics.newQuad(00, 08, 8, 8, 48, 32)
quad[3] = love.graphics.newQuad(00, 16, 8, 8, 48, 32)
quad[4] = love.graphics.newQuad(08, 00, 8, 8, 48, 32)
quad[5] = love.graphics.newQuad(08, 08, 8, 8, 48, 32)
quad[6] = love.graphics.newQuad(08, 16, 8, 8, 48, 32)
quad[7] = love.graphics.newQuad(16, 00, 8, 8, 48, 32)
quad[8] = love.graphics.newQuad(16, 08, 8, 8, 48, 32)
quad[9] = love.graphics.newQuad(16, 16, 8, 8, 48, 32)
quad_mask[1] = love.graphics.newQuad(24+00, 00, 8, 8, 48, 32)
quad_mask[2] = love.graphics.newQuad(24+00, 08, 8, 8, 48, 32)
quad_mask[3] = love.graphics.newQuad(24+00, 16, 8, 8, 48, 32)
quad_mask[4] = love.graphics.newQuad(24+08, 00, 8, 8, 48, 32)
quad_mask[5] = love.graphics.newQuad(24+08, 08, 8, 8, 48, 32)
quad_mask[6] = love.graphics.newQuad(24+08, 16, 8, 8, 48, 32)
quad_mask[7] = love.graphics.newQuad(24+16, 00, 8, 8, 48, 32)
quad_mask[8] = love.graphics.newQuad(24+16, 08, 8, 8, 48, 32)
quad_mask[9] = love.graphics.newQuad(24+16, 16, 8, 8, 48, 32)
local back = love.graphics.newQuad(00, 24, 8, 8, 48, 32)
local canvas = love.graphics.newCanvas(width, height)
local backCanvas = love.graphics.newCanvas(width, height)
local maskCanvas = love.graphics.newCanvas(width, height)
love.graphics.setCanvas( backCanvas )
for i=1, math.ceil(width/8) do
for j=1, math.ceil(height/8), 1 do
love.graphics.draw(baseimage, back, (i-1)*8, (j-1)*8)
end
end
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--love.graphics.setScissor(0, 0, math.floor(width/8)))
love.graphics.setCanvas( maskCanvas )
love.graphics.rectangle("fill", 0, 0, width, height)
love.graphics.draw(baseimage, quad_mask[1], 0, 0)
love.graphics.draw(baseimage, quad_mask[7], width- 8, 0)
love.graphics.draw(baseimage, quad_mask[3], 0, height- 8)
love.graphics.draw(baseimage, quad_mask[9], width - 8, height - 8)
love.graphics.setCanvas( {canvas, stencil = true} )
love.graphics.stencil(function () myStencilFunction(maskCanvas) end, "replace", 1)
love.graphics.setStencilTest("greater", 0)
love.graphics.draw(backCanvas)
love.graphics.setStencilTest()
love.graphics.setScissor(8, 0, width-15, height)
for i = 0, math.floor(width/8), 1 do
love.graphics.draw(baseimage, quad[4], i*8, 0)
love.graphics.draw(baseimage, quad[6], i*8, height - 8)
end
love.graphics.setScissor(0, 8, width, height-15)
for i = 0, math.floor(height/8), 1 do
love.graphics.draw(baseimage, quad[2], 0, i*8)
love.graphics.draw(baseimage, quad[8], width - 8, i * 8)
end
love.graphics.setScissor( )
love.graphics.draw(baseimage, quad[1], 0, 0)
love.graphics.draw(baseimage, quad[7], width- 8, 0)
love.graphics.draw(baseimage, quad[3], 0, height- 8)
love.graphics.draw(baseimage, quad[9], width - 8, height - 8)
love.graphics.setCanvas( )
local imagedata = canvas:newImageData()
local texture = love.graphics.newImage( imagedata )
imagedata:release()
canvas:release()
return texture
end
function gui.getEmeraldsTexture(number)
local canvas = love.graphics.newCanvas(95, 31)
local emeralds = love.graphics.newImage("assets/gui/emeralds.png")
love.graphics.setCanvas( canvas )
for i = 1, 7, 1 do
local emerald
local x = (i-1)*12
if (i > number) then
emerald = love.graphics.newQuad(0,0,23,17,23*8, 17)
else
emerald = love.graphics.newQuad((i*23),0,23,17,23*8, 17)
--emerald = love.graphics.newQuad((i*23),0,23,17,23*7, 17)
end
local isPair = (i%2 == 0)
local y = 0
if (isPair == true) then
y = 14
end
love.graphics.draw(emeralds, emerald,x,y)
emerald:release()
end
love.graphics.setCanvas( )
local imagedata = canvas:newImageData()
local texture = love.graphics.newImage( imagedata )
imagedata:release()
canvas:release()
return texture
end
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function gui.drawEmptyIcon(x, y)
local outlineLight = 0.15
love.graphics.circle("fill", x + 8, y + 8, 2, 8)
love.graphics.setColor(outlineLight, outlineLight, outlineLight, 1)
love.graphics.circle("line", x + 8, y + 8, 2, 8)
utils.graphics.resetColor()
end
return gui