improvement: better textboxes
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13803e7560
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ce1b1044e8
4 changed files with 88 additions and 62 deletions
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Before Width: | Height: | Size: 444 B After Width: | Height: | Size: 906 B |
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@ -6,20 +6,15 @@ local gui = require "game.modules.gui"
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function BoxedList:new(name, x, y, w, slotNumber, isBoxed, smallborder)
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BoxedList.super.new(self, name, "small", x, y, w, slotNumber, 0)
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self.paddingLeft = 12
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self.paddingRight = 4
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self.paddingRight = 6
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self.canvas.padding = 24
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self.cursorTexture = love.graphics.newImage("assets/gui/cursor-menulist.png")
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self.cursorTransition = 0
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self.isBoxed = isBoxed
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if (isBoxed) then
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local border = self.h + 16
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if (smallborder == true) then
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border = self.h + 8
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end
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self.box = gui.newTextBox("assets/gui/dialogbox.png", w + 8, border)
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end
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self.border = utils.math.either(smallborder, 8, 16)
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self.box = gui.newTextBox("assets/gui/dialogbox.png", self.w, self.h + self.border)
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end
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function BoxedList:finalize()
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@ -32,13 +27,8 @@ end
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function BoxedList:drawTexture()
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if (self.isBoxed) then
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local dy = 8
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if (self.smallborder) then
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dy = 4
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end
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local w, h = self.box:getDimensions()
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local diff = (w-self.w)/2
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love.graphics.draw(self.box, self.canvas.padding - diff, self.canvas.padding - dy)
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love.graphics.draw(self.box, self.canvas.padding, self.canvas.padding - self.border/2)
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end
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BoxedList.super.drawTexture(self)
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end
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@ -4,6 +4,22 @@ local TileSet = require "birb.modules.assets.types.tileset"
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local barborder = love.graphics.newImage("assets/gui/barborder.png")
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local barSmall = TileSet("assets/gui/bar_small")
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local mask_shader = love.graphics.newShader[[
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
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if (Texel(texture, texture_coords).rgb == vec3(0.0)) {
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// a discarded pixel wont be applied as the stencil.
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discard;
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}
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return vec4(1.0);
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}
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]]
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local function myStencilFunction(mask)
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love.graphics.setShader(mask_shader)
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love.graphics.draw(mask, 0, 0)
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love.graphics.setShader()
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end
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function gui.newBorder(width, height, middlePosition)
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local tileset = love.graphics.newImage("assets/gui/borders.png")
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local tilequad = {}
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@ -98,58 +114,78 @@ end
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function gui.newTextBox(filename, width, height)
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local baseimage = love.graphics.newImage(filename)
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local quad = {}
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quad[1] = love.graphics.newQuad(00, 00, 8, 8, 24, 24)
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quad[2] = love.graphics.newQuad(00, 08, 8, 8, 24, 24)
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quad[3] = love.graphics.newQuad(00, 16, 8, 8, 24, 24)
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quad[4] = love.graphics.newQuad(08, 00, 8, 8, 24, 24)
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quad[5] = love.graphics.newQuad(08, 08, 8, 8, 24, 24)
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quad[6] = love.graphics.newQuad(08, 16, 8, 8, 24, 24)
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quad[7] = love.graphics.newQuad(16, 00, 8, 8, 24, 24)
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quad[8] = love.graphics.newQuad(16, 08, 8, 8, 24, 24)
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quad[9] = love.graphics.newQuad(16, 16, 8, 8, 24, 24)
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local canvas = love.graphics.newCanvas(width, height)
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width, height = math.floor(width), math.floor(height)
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local quad, quad_mask = {}, {}
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quad[1] = love.graphics.newQuad(00, 00, 8, 8, 48, 32)
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quad[2] = love.graphics.newQuad(00, 08, 8, 8, 48, 32)
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quad[3] = love.graphics.newQuad(00, 16, 8, 8, 48, 32)
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quad[4] = love.graphics.newQuad(08, 00, 8, 8, 48, 32)
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quad[5] = love.graphics.newQuad(08, 08, 8, 8, 48, 32)
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quad[6] = love.graphics.newQuad(08, 16, 8, 8, 48, 32)
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quad[7] = love.graphics.newQuad(16, 00, 8, 8, 48, 32)
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quad[8] = love.graphics.newQuad(16, 08, 8, 8, 48, 32)
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quad[9] = love.graphics.newQuad(16, 16, 8, 8, 48, 32)
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love.graphics.setCanvas( canvas )
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quad_mask[1] = love.graphics.newQuad(24+00, 00, 8, 8, 48, 32)
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quad_mask[2] = love.graphics.newQuad(24+00, 08, 8, 8, 48, 32)
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quad_mask[3] = love.graphics.newQuad(24+00, 16, 8, 8, 48, 32)
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quad_mask[4] = love.graphics.newQuad(24+08, 00, 8, 8, 48, 32)
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quad_mask[5] = love.graphics.newQuad(24+08, 08, 8, 8, 48, 32)
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quad_mask[6] = love.graphics.newQuad(24+08, 16, 8, 8, 48, 32)
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quad_mask[7] = love.graphics.newQuad(24+16, 00, 8, 8, 48, 32)
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quad_mask[8] = love.graphics.newQuad(24+16, 08, 8, 8, 48, 32)
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quad_mask[9] = love.graphics.newQuad(24+16, 16, 8, 8, 48, 32)
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local back = love.graphics.newQuad(00, 24, 8, 8, 48, 32)
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local canvas = love.graphics.newCanvas(width, height)
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local backCanvas = love.graphics.newCanvas(width, height)
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local maskCanvas = love.graphics.newCanvas(width, height)
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for i=1, math.floor(width/8) do
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if (i == 1) then
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-- first line
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for j=1, math.floor(height/8) do
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if j == 1 then
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love.graphics.draw(baseimage, quad[1], (i-1)*8, (j-1)*8)
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elseif j == math.floor(height/8) then
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love.graphics.draw(baseimage, quad[3], (i-1)*8, (j-1)*8)
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else
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love.graphics.draw(baseimage, quad[2], (i-1)*8, (j-1)*8)
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end
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end
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elseif (i == math.floor(width/8)) then
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-- last line
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for j=1, math.floor(height/8) do
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if j == 1 then
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love.graphics.draw(baseimage, quad[7], (i-1)*8, (j-1)*8)
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elseif j == math.floor(height/8) then
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love.graphics.draw(baseimage, quad[9], (i-1)*8, (j-1)*8)
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else
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love.graphics.draw(baseimage, quad[8], (i-1)*8, (j-1)*8)
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end
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end
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else
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-- middle lines
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for j=1, math.floor(height/8) do
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if j == 1 then
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love.graphics.draw(baseimage, quad[4], (i-1)*8, (j-1)*8)
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elseif j == math.floor(height/8) then
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love.graphics.draw(baseimage, quad[6], (i-1)*8, (j-1)*8)
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else
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love.graphics.draw(baseimage, quad[5], (i-1)*8, (j-1)*8)
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end
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end
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love.graphics.setCanvas( backCanvas )
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for i=1, math.ceil(width/8) do
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for j=1, math.ceil(height/8), 1 do
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love.graphics.draw(baseimage, back, (i-1)*8, (j-1)*8)
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end
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end
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--love.graphics.setScissor(0, 0, math.floor(width/8)))
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love.graphics.setCanvas( maskCanvas )
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love.graphics.rectangle("fill", 0, 0, width, height)
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love.graphics.draw(baseimage, quad_mask[1], 0, 0)
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love.graphics.draw(baseimage, quad_mask[7], width- 8, 0)
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love.graphics.draw(baseimage, quad_mask[3], 0, height- 8)
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love.graphics.draw(baseimage, quad_mask[9], width - 8, height - 8)
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love.graphics.setCanvas( {canvas, stencil = true} )
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love.graphics.stencil(function () myStencilFunction(maskCanvas) end, "replace", 1)
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love.graphics.setStencilTest("greater", 0)
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love.graphics.draw(backCanvas)
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love.graphics.setStencilTest()
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love.graphics.setScissor(8, 0, width-15, height)
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for i = 0, math.floor(width/8), 1 do
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love.graphics.draw(baseimage, quad[4], i*8, 0)
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love.graphics.draw(baseimage, quad[6], i*8, height - 8)
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end
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love.graphics.setScissor(0, 8, width, height-15)
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for i = 0, math.floor(height/8), 1 do
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love.graphics.draw(baseimage, quad[2], 0, i*8)
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love.graphics.draw(baseimage, quad[8], width - 8, i * 8)
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end
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love.graphics.setScissor( )
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love.graphics.draw(baseimage, quad[1], 0, 0)
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love.graphics.draw(baseimage, quad[7], width- 8, 0)
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love.graphics.draw(baseimage, quad[3], 0, height- 8)
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love.graphics.draw(baseimage, quad[9], width - 8, height - 8)
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love.graphics.setCanvas( )
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local imagedata = canvas:newImageData()
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@ -9,7 +9,7 @@ local defTransitions = require "birb.modules.transitions"
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local radTransitions = require "game.modules.transitions"
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local HPADDING = 68
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local VPADDING = 28
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local VPADDING = 30
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function SaveMenu:new()
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local w, h = 424 - (HPADDING * 2), 240 - (VPADDING * 2)
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@ -24,7 +24,7 @@ function SaveMenu:new()
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for i, save in ipairs(metadata) do
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SaveWidget(self.scene, i, save)
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end
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self.textBox = gui.newTextBox("assets/gui/dialogbox.png", w - 8, (h / 3))
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self.textBox = gui.newTextBox("assets/gui/dialogbox.png", w - 8, self.widgetSize.h - 4)
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self.isVisible = true
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end
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