engine/editor/ui.lua

221 lines
7.0 KiB
Lua

local ui = {}
ui.theme = {
bg = {0.13, 0.13, 0.14},
panel = {0.17, 0.17, 0.19},
border = {0.28, 0.28, 0.30},
borderwidth = 3,
text = {0.90, 0.90, 0.90},
text_dim = {0.50, 0.50, 0.55},
accent = {0.27, 0.52, 0.90},
hover = {0.22, 0.25, 0.35},
active = {0.20, 0.40, 0.75},
}
ui.theme2 = {
bg = {0.5, 0, 0},
panel = {0.25, 0, 0},
border = {1, 0, 0},
borderwidth = 3,
text = {0, 0, 1},
text_dim = {1, 0, 0},
accent = {0.7, 0, 0},
hover = {1, 0, 0},
active = {1, 0, 0},
}
ui.activeTheme = ui.theme
-- per-frame state (most/all gets reset if i remember)
ui._wasDown = false
ui._focused = nil
ui._inputs = {}
ui._claimedFocus = false
ui._clickConsumed = false
ui._elements = {} -- queue of UI elements, processed at end of frame
ui._hoverConsumed = false -- so it sets hovered to the correct thing
-- draws a basic bordered panel
function ui._draw_panel(e)
love.graphics.setColor(ui.activeTheme.panel)
love.graphics.rectangle("fill", e.x, e.y, e.w, e.h)
love.graphics.setColor(ui.activeTheme.border)
love.graphics.setLineWidth(ui.activeTheme.borderwidth)
love.graphics.rectangle("line", e.x, e.y, e.w, e.h)
end
-- draws centered, wrapped, clipped text inside a box
function ui._draw_text(e)
local font = love.graphics.getFont()
local _, lines = font:getWrap(e.text, e.w)
local totalHeight = #lines * font:getHeight()
local startY = e.y + (e.h - totalHeight) / 2
love.graphics.setScissor(e.x, e.y, e.w, e.h) -- clip to box bounds
love.graphics.setColor(ui.activeTheme.text)
love.graphics.printf(e.text, e.x, startY, e.w, "center")
love.graphics.setScissor() -- reset clip
end
-- draws a button, highlighted on hover
function ui._draw_button(e)
local mx, my = love.mouse.getPosition()
local hovered = not ui._hoverConsumed and mx > e.x and mx < e.x + e.w and my > e.y and my < e.y + e.h
love.graphics.setColor(e._hovered and ui.activeTheme.hover or ui.activeTheme.panel)
love.graphics.rectangle("fill", e.x, e.y, e.w, e.h)
love.graphics.setColor(ui.activeTheme.border)
love.graphics.setLineWidth(ui.activeTheme.borderwidth)
love.graphics.rectangle("line", e.x, e.y, e.w, e.h)
ui._draw_text(e)
end
-- draws a text input, changes appearance based on focus state
function ui._draw_textInput(e)
local focused = ui._focused == e.placeholder
local text = ui._inputs[e.placeholder] or ""
if focused then
love.graphics.setColor(ui.activeTheme.panel)
love.graphics.rectangle("fill", e.x, e.y, e.w, e.h)
love.graphics.setColor(ui.activeTheme.accent)
love.graphics.setLineWidth(ui.activeTheme.borderwidth)
love.graphics.rectangle("line", e.x, e.y, e.w, e.h)
if text == "" then
-- show dimmed placeholder text when empty
local font = love.graphics.getFont()
local startY = e.y + (e.h - font:getHeight()) / 2
love.graphics.setColor(ui.activeTheme.text_dim)
love.graphics.printf(e.placeholder, e.x + 4, startY, e.w - 8, "left")
else
ui._draw_text({ x=e.x, y=e.y, w=e.w, h=e.h, text=text })
end
else
-- unfocused
local display = text == "" and e.placeholder or text
ui._draw_button({ x=e.x, y=e.y, w=e.w, h=e.h, text=display })
end
end
-- bordered panel, no interaction
function ui.panel(x, y, w, h)
table.insert(ui._elements, {
type = "panel",
x=x, y=y, w=w, h=h
})
end
-- centered text inside a box, no background
function ui.text(x, y, w, h, text)
table.insert(ui._elements, {
type = "text",
x=x, y=y, w=w, h=h, text=text
})
end
-- panel with centered text inside (justs draws a panel and puts text ontop, dependant on ui.text)
function ui.textPanel(x, y, w, h, text)
table.insert(ui._elements, {
type = "textPanel",
x=x, y=y, w=w, h=h, text=text
})
end
-- clickable button. callback is called when clicked (optional)
-- example: ui.button(x, y, w, h, "Click me", function() print("hi") end)
function ui.button(x, y, w, h, text, callback)
table.insert(ui._elements, {
type = "button",
x=x, y=y, w=w, h=h, text=text,
callback = callback
})
end
-- text input field. placeholder is also used as its unique ID
-- read typed text with: ui._inputs["placeholder"]
function ui.textInput(x, y, w, h, placeholder)
table.insert(ui._elements, {
type = "textInput",
x=x, y=y, w=w, h=h,
placeholder = placeholder
})
end
function ui.process()
local mx, my = love.mouse.getPosition()
local clicked = love.mouse.isDown(1) and not ui._wasDown
for i = #ui._elements, 1, -1 do
local e = ui._elements[i]
local inside = mx > e.x and mx < e.x + e.w and my > e.y and my < e.y + e.h
-- consume hover for top thing
if inside and not ui._hoverConsumed then
e._hovered = true
ui._hoverConsumed = true
else
e._hovered = false
end
end
-- reverse hit test so topmost element gets the click, similar to above but just for clicking
for i = #ui._elements, 1, -1 do
local e = ui._elements[i]
if clicked and not ui._clickConsumed then
local inside = mx > e.x and mx < e.x + e.w and my > e.y and my < e.y + e.h
if inside then
if e.type == "button" then
if e.callback then e.callback() end -- fire callback if provided
ui._clickConsumed = true
elseif e.type == "textInput" then
ui._focused = e.placeholder
ui._claimedFocus = true
ui._clickConsumed = true
end
end
end
end
-- clicked outside everything, clear focus
if clicked and not ui._claimedFocus then
ui._focused = nil
end
-- draw in order
for i = 1, #ui._elements do
local e = ui._elements[i]
if e.type == "panel" then ui._draw_panel(e)
elseif e.type == "text" then ui._draw_text(e)
elseif e.type == "textPanel" then ui._draw_panel(e) ui._draw_text(e)
elseif e.type == "button" then ui._draw_button(e)
elseif e.type == "textInput" then ui._draw_textInput(e)
end
end
-- clear queue/list for next frame (leave at end)
ui._elements = {}
end
function ui.flush()
ui._wasDown = love.mouse.isDown(1)
ui._claimedFocus = false
ui._clickConsumed = false
ui._hoverConsumed = false
end
-- text things, both used in the process of rendering text
function ui.textinput_char(t)
if ui._focused then
ui._inputs[ui._focused] = (ui._inputs[ui._focused] or "") .. t
end
end
function ui.textinput_backspace()
if ui._focused then
local str = ui._inputs[ui._focused] or ""
ui._inputs[ui._focused] = str:sub(1, -2)
end
end
return ui