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local ok, bit = pcall(require, "bit")
if not ok then
ok, bit = pcall(require, "bit32")
if not ok then error("no bit library") end
end
local utf8 = require("utf8")
local distribute = require("distribute")
local function ui_new(root)
return { targets = {}, root = root }
end
local function compute(x, ...)
if type(x) == "function" then
return x(...)
end
return x
end
local function access(t, k)
if t ~= nil then
return t[k]
end
end
local function align(kind, pos, needed, avail)
if not kind then
return pos, avail
elseif kind == "start" then
return pos, needed
elseif kind == "center" then
return pos+(avail-needed)/2, needed
elseif kind == "end" then
return pos+avail-needed, needed
end
end
local function add_computed(node, attr, k, v)
node.computed = node.computed or {}
node.computed[attr] = node.computed[attr] or {}
node.computed[attr][k] = v
end
local function node_compute_min_size(node, dir)
local size = access(compute(node.size, node), dir)
add_computed(node, "fixed_size", dir, size)
if not size then
size = 0
for _, child in ipairs(node) do
local child_size = node_compute_min_size(child, dir)
if node.stack == dir then
size = size + child_size
else
size = math.max(size, child_size)
end
end
end
add_computed(node, "min_size", dir, size)
return size
end
local function node_compute_layout(node, dir, pos, size)
size = node.computed.fixed_size[dir] or size
local align_as = access(node.align, dir)
add_computed(node, "pos", dir, pos)
add_computed(node, "size", dir, size)
if node.stack ~= dir then
for _, child in ipairs(node) do
node_compute_layout(child, dir, align(align_as, pos, child.computed.min_size[dir], size))
end
return
end
local min_size_noflex = 0
local flex_elems = {}
local has_flex
for i, child in ipairs(node) do
if child.flex then
has_flex = true
flex_elems[i] = {
min = child.computed.min_size[dir],
weight = child.flex,
}
else
min_size_noflex = min_size_noflex + child.computed.min_size[dir]
end
end
distribute(size-min_size_noflex, flex_elems)
if not has_flex then
pos = align(align_as, pos, min_size_noflex, size)
end
for i, child in ipairs(node) do
local child_size = access(flex_elems[i], "receive") or child.computed.min_size[dir]
node_compute_layout(child, dir, pos, child_size)
pos = pos + child_size
end
end
local function tree_compute_layout(tree, x, y, width, height)
node_compute_min_size(tree, "x")
node_compute_min_size(tree, "y")
node_compute_layout(tree, "x", x, width)
node_compute_layout(tree, "y", y, height)
end
-- render
local function update_flags(node, targets, flags)
local new = {}
for k, v in pairs(targets) do
new[k] = node == v or (flags[k] and not (node.events and node.events[k]))
end
return new
end
local function node_render(node, targets, flags)
flags = update_flags(node, targets, flags)
local pos, size = node.computed.pos, node.computed.size
if node.fill then
love.graphics.setColor(compute(node.fill, node, flags))
love.graphics.rectangle("fill", pos.x, pos.y, size.x, size.y)
end
if node.line then
love.graphics.setColor(compute(node.line, node, flags))
love.graphics.rectangle("line", pos.x, pos.y, size.x, size.y)
end
if node.text then
love.graphics.setColor(compute(node.color, node, flags))
love.graphics.draw(node.text, pos.x, pos.y)
end
for _, child in ipairs(node) do
node_render(child, targets, flags)
end
end
local function ui_render(ui)
node_render(ui.root, ui.targets, {})
end
-- events
local function node_get_target(node, event, x, y)
-- todo: maybe reverse iteration?
for _, child in ipairs(node) do
local hov = node_get_target(child, event, x, y)
if hov then
return hov
end
end
if not node.events or not node.events[event] then
return nil
end
local pos, size = node.computed.pos, node.computed.size
if x >= pos.x and y >= pos.y and x < pos.x + size.x and y < pos.y + size.y then
return node
end
end
local function ui_get_target(ui, event)
return node_get_target(ui.root, event, love.mouse.getPosition())
end
local function fire_event(node, event, ...)
if node and node.events and node.events[event] then
if type(node.events[event]) == "function" then
node.events[event](node, ...)
end
return true
end
return false
end
local function ui_set_target(ui, event, elem)
local old = ui.targets[event]
if old ~= elem then
fire_event(old, event.."_end")
fire_event(elem, event)
end
ui.targets[event] = elem
end
local function ui_update_target(ui, event)
ui_set_target(ui, event, ui_get_target(ui, event))
end
local function ui_mousepressed(ui, x, y, button)
if button ~= 1 then
return false
end
ui_update_target(ui, "press")
ui_update_target(ui, "focus")
local focus = ui.targets.focus
if focus and focus.events.input then
local pos, size = focus.computed.pos, focus.computed.size
love.keyboard.setTextInput(true, pos.x, pos.y, size.x, size.y)
else
love.keyboard.setTextInput(false)
end
if ui.targets.press or ui.targets.focus then
return true
end
return false
end
local function ui_mousereleased(ui, x, y, button)
if button ~= 1 then
return false
end
local press = ui_get_target(ui, "press", love.mouse.getPosition())
if press == ui.targets.press then
fire_event(press, "click")
end
ui_set_target(ui, "press", nil)
if press then
return true
end
return false
end
local function ui_textinput(ui, text)
return fire_event(ui.targets.focus, "input", text)
end
local function ui_keypressed(ui, key)
if key == "backspace" then
return fire_event(ui.targets.focus, "input", "\b")
elseif key == "v" and (love.keyboard.isDown("rctrl") or love.keyboard.isDown("lctrl")) then
return fire_event(ui.targets.focus, "input", love.system.getClipboardText())
end
return false
end
-- update
local function ui_update(ui)
tree_compute_layout(ui.root, 0, 0, love.graphics:getDimensions())
ui_update_target(ui, "hover")
end
-- presets
local function color(hex)
return { love.math.colorFromBytes(
bit.band(bit.rshift(hex, 16), 0xff),
bit.band(bit.rshift(hex, 8), 0xff),
bit.band(bit.rshift(hex, 0), 0xff)
) }
end
local function ui_flex(n, ...)
return { flex = n, ... }
end
local function pad(dir, size, ...)
local p = { size = { [dir] = size } }
local nodes = { ... }
if #nodes > 1 then
local x = { stack = dir }
for i, n in ipairs(nodes) do
table.insert(x, n)
if i < #nodes then
table.insert(x, p)
end
end
return x
elseif #nodes == 1 then
return { stack = dir, p, ui_flex(1, nodes[1]), p }
end
return p
end
local function ui_pad_x(...)
return pad("x", ...)
end
local function ui_pad_y(...)
return pad("y", ...)
end
local function center_x(...)
return { align = { x = "center" }, ... }
end
local function center_y(...)
return { align = { y = "center" }, ... }
end
local function stack_x(...)
return { stack = "x", ... }
end
local function stack_y(...)
return { stack = "y", ... }
end
local function ui_text(str, size, col)
return {
color = col,
text = love.graphics.newText(love.graphics.newFont(size), str),
size = function(self) return { x = self.text:getWidth(), y = self.text:getHeight() } end,
}
end
local function ui_button_elem(elem, click)
return {
fill_normal = color(0x808080),
fill_hover = color(0x8080a0),
line_hover = color(0x505050),
line_normal = color(0x505050),
fill = function(self, f)
return f.hover and self.fill_hover or self.fill_normal
end,
line = function(self, f)
return f.hover and self.line_hover or self.line_normal
end,
events = { hover = true, press = true, click = click, },
ui_pad_y(5, ui_pad_x(10, elem))
}
end
local function ui_button(label, click)
return ui_button_elem(center_x(ui_text(label, 25, color(0x000000))), click)
end
local function ui_input(placeholder)
local function is_placeholder(self, focus)
return self.input_value == "" and not focus
end
local function update_text(self, focus)
self.input_text:set(is_placeholder(self, focus) and self.input_placeholder or self.input_value)
self.input_interact_time = love.timer.getTime()
end
local text = ui_text(placeholder, 25, function(self, f)
return is_placeholder(self.input_parent, f.focus) and color(0xb0b0b0) or color(0x000000)
end)
local marker = {
size = { x = 1, y = text.text:getHeight() },
fill = function(self, f)
return (f.focus and
math.floor(love.timer.getTime() - self.input_parent.input_interact_time) % 2 == 0)
and color(0x000000) or color(0xffffff)
end
}
-- TODO: cursor
-- TODO: overflow as scroll
-- TODO: paste icon (optional)
local elem = {
fill = color(0xffffff),
line = function(self, f)
return f.focus and color(0x5050ff) or color(0x505050)
end,
events = {
focus = function(self)
update_text(self, true)
end,
focus_end = function(self)
update_text(self, false)
end,
input = function(self, text)
if text == "\b" then
local byteoffset = utf8.offset(self.input_value, -1)
if byteoffset then
self.input_value = string.sub(self.input_value, 1, byteoffset - 1)
end
else
self.input_value = self.input_value .. text
end
update_text(self, true)
end,
},
input_value = "",
input_text = text.text,
input_placeholder = placeholder,
ui_pad_y(5, ui_pad_x(10, stack_x(text, marker)))
}
text.input_parent = elem
marker.input_parent = elem
return elem
end
return {
new = ui_new,
render = ui_render,
update = ui_update,
keypressed = ui_keypressed,
textinput = ui_textinput,
mousepressed = ui_mousepressed,
mousereleased = ui_mousereleased,
color = color,
pad_x = ui_pad_x,
pad_y = ui_pad_y,
center_x = center_x,
center_y = center_y,
stack_x = stack_x,
stack_y = stack_y,
flex = ui_flex,
text = ui_text,
button = ui_button,
button_elem = ui_button_elem,
input = ui_input,
}
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