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-- state
local context = {maxid = 0}
local NO_WIDGET = function()end
local function generateID()
context.maxid = context.maxid + 1
return context.maxid
end
local function setHot(id) context.hot = id end
local function isHot(id) return context.hot == id end
local function setActive(id) context.active = id end
local function isActive(id) return context.active == id end
local function setKeyFocus(id) context.keyfocus = id end
local function hasKeyFocus(id) return context.keyfocus == id end
-- input
local mouse = {x = 0, y = 0, down = false}
local keyboard = {key = nil, code = -1}
function mouse.inRect(x,y,w,h)
return mouse.x >= x and mouse.x <= x+w and mouse.y >= y and mouse.y <= y+h
end
function mouse.updateState(id, x,y,w,h)
if mouse.inRect(x,y,w,h) then
setHot(id)
if not context.active and mouse.down then
setActive(id)
end
end
end
function mouse.releasedOn(id)
return not mouse.down and isHot(id) and isActive(id)
end
function keyboard.pressed(key, code)
keyboard.key = key
keyboard.code = code
end
function keyboard.tryGrab(id)
if not context.keyfocus then
context.keyfocus = id
end
end
local function makeTabable(id)
keyboard.tryGrab(id)
if hasKeyFocus(id) and keyboard.key == 'tab' then
if love.keyboard.isDown('rshift', 'lshift') then
setKeyFocus(context.lastwidget)
else
setKeyFocus(nil)
end
keyboard.key = nil
end
context.lastwidget = id
end
-- helper functions
local function strictAnd(...)
local n = select("#", ...)
local ret = true
for i = 1,n do ret = select(i, ...) and ret end
return ret
end
local function strictOr(...)
local n = select("#", ...)
local ret = false
for i = 1,n do ret = select(i, ...) or ret end
return ret
end
-- allow packed nil
local function save_pack(...)
return {n = select('#', ...), ...}
end
local function save_unpack(t, i)
i = i or 1
if i >= t.n then return t[i] end
return t[i], save_unpack(t, i+1)
end
local draw_items = {n = 0}
local function registerDraw(id, f, ...)
assert(type(f) == 'function' or (getmetatable(f) or {}).__call,
'Drawing function is not a callable type!')
local state = 'normal'
if isHot(id) or hasKeyFocus(id) then
state = isActive(id) and 'active' or 'hot'
end
local rest = save_pack(...)
draw_items.n = draw_items.n + 1
draw_items[draw_items.n] = function() f(state, save_unpack(rest)) end
end
-- actually update-and-draw
local function draw()
-- close frame state
if not mouse.down then -- released
setActive(nil)
elseif not context.active then -- clicked outside
setActive(NO_WIDGET)
end
for i = 1,draw_items.n do draw_items[i]() end
-- prepare for next frame
draw_items.n = 0
context.maxid = 0
-- update mouse status
setHot(nil)
mouse.x, mouse.y = love.mouse.getPosition()
mouse.down = love.mouse.isDown('l')
-- clear keyboard focus if nobody wants it
if keyboard.key == 'tab' then
context.keyboardfocus = nil
end
keyboard.key, keyboard.code = nil, -1
end
return {
mouse = mouse,
keyboard = keyboard,
generateID = generateID,
setHot = setHot,
setActive = setActive,
setKeyFocus = setKeyFocus,
isHot = isHot,
isActive = isActive,
hasKeyFocus = hasKeyFocus,
makeTabable = makeTabable,
style = require((...):match("^(.+)%.[^%.]+") .. '.style-default'),
color = color,
registerDraw = registerDraw,
draw = draw,
strictAnd = strictAnd,
strictOr = strictOr,
save_pack = save_pack,
save_unpack = save_unpack,
}
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