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hc = require("party.hc.init")
win = require("window")
log = require("log")
util = require("util")
Button = require("ui.button")
Joystick = require("ui.joystick")
Textbox = require("ui.textbox")
Checkbox = require("ui.checkbox")
ui_world = hc.new(64)
am.eval_js(require("controller_bridge"))
ui = {}
ui.events = {
touch: {}
mouse: {}
controller: {}
keyboard: {}
}
ui.button = (x,y,width,height,text,controller_binds) ->
controller_binds = controller_binds or {}
assert(x and type(x) == "number", "x must be anumber")
assert(y and type(y) == "number", "y must be anumber")
assert(width and type(width) == "number", "width must be anumber")
assert(height and type(height) == "number", "height must be anumber")
button = Button(x,y,width,height,text)
ui.node\append(button.node)
bounds = ui_world\rectangle(x,y,width,height)
ui.events.touch[bounds] = button
ui.events.mouse[bounds] = button
for bind in *controller_binds
ui.events.controller[bind] = button
button
ui.checkbox = (x,y,width,height,text,controller_binds) ->
controller_binds = controller_binds or {}
checkbox = Checkbox(x,y,width,height,text)
ui.node\append(checkbox.node)
bounds = ui_world\rectangle(x,y,width,height)
ui.events.touch[bounds] = checkbox
ui.events.mouse[bounds] = checkbox
for bind in *controller_binds
ui.events.controller[bind] = checkbox
checkbox
ui.click = (x,y) ->
ui_world\shapesAt(x,y)
ui.joystick = (x,y,r,controller_binds) ->
controller_binds = controller_binds or {}
joystick = Joystick(x,y,r)
ui.node\append(joystick.node)
bounds = ui_world\circle(x,y,r)
ui.events.touch[bounds] = joystick
for bind in *controller_binds
ui.events.controller[bind] = joystick
joystick
ui.textbox = (x,y,width,height,value,placeholder) ->
value = value or ""
placeholder = placeholder or ""
textbox = Textbox(x,y,width,height,value,placeholder)
ui.node\append(textbox.node)
bounds = ui_world\rectangle(x,y,width,height)
ui.events.mouse[bounds] = textbox
ui.events.keyboard[textbox] = true
textbox
ui.delete = (element) ->
ui.node\remove(element.node)
for b,e in pairs(ui.events.mouse)
if e == element
ui.events.mouse[b] = nil
if ui.events.keyboard[element]
ui.events.keyboard[element] = nil
for b,e in pairs(ui.events.touch)
if e == element
ui.events.touch[b] = nil
for b,e in pairs(ui.events.controller)
if e == element
ui.events.controller[b] = nil
ui.node = am.group!
has_fire = (obj) ->
assert(obj.fire, obj.__class.__name .. " doesn't have a .fire method")
--ui.dbg = am.translate(0,0)\append(am.circle(vec2(0,0),5,vec4(0,0,0,1)))\append(am.text("Hello, world!"))
--ui.node\append(ui.dbg)
ui.node\action(() ->
pos = win\mouse_position()
down = win\mouse_pressed("left")
up = win\mouse_released("left")
wheel = win\mouse_wheel_delta()
keys = win\keys_pressed()
am.eval_js("CONT.loop()")
cont_state = am.eval_js("CONT.last_state")
-- Debugging for mouse position:
--ui.dbg.position2d = pos
mo_tbl =
event: "mouse_over"
data: pos
md_tbl =
event: "mouse_down"
data: pos
mu_tbl =
event: "mouse_up"
data: pos
for collider,_ in pairs(ui_world\shapesAt(pos.x, pos.y))
match = ui.events.mouse[collider]
if match
has_fire(match)
--log.info("Found button under mouse:" .. tostring(match), {"ui","mouseover"})
match\fire(mo_tbl)
if down
log.info("Found button under mouse:" .. tostring(match), {"ui","mousedown"})
match\fire(md_tbl)
if up
log.info("Found button under mouse:" .. tostring(match), {"ui","mouseup"})
match\fire(mu_tbl)
if math.length(wheel) > 0
etbl =
event: "mouse_scroll"
data: wheel
for collider, uiobj in pairs(ui.events.mouse)
has_fire(uiobj)
uiobj\fire(etbl)
if #keys > 0
--print("Got keys:" .. tostring(keys))
etbl =
event: "keys_pressed"
data: keys
shift: win\key_down("lshift") or win\key_down("rshift")
for uiobj, _ in pairs(ui.events.keyboard)
has_fire(uiobj)
if uiobj\fire(etbl)
break -- allow any keyboard listener to "trap" the signal by returning true
if cont_state.on
for axis,value in pairs(cont_state.axes)
name = "axis" .. axis
uiobj = ui.events.controller[name]
if uiobj and has_fire(uiobj)
etbl =
event: "controller_axis"
data: value
uiobj\fire(etbl)
for button,value in pairs(cont_state.buttons)
name = "button" .. button
uiobj = ui.events.controller[name]
if uiobj and has_fire(uiobj)
etbl =
event: "controller_pressed"
data: value
uiobj\fire(etbl)
-- in_touch_events = {
-- "active_touch"
-- "touches_began"
-- }
-- for touch in *win\active_touches!
-- tpos = win\touch_position(touch)
-- etbl =
-- event: "active_touch"
-- data: tpos
-- for collider,_ in pairs(ui_world\shapesAt(tpos.x, tpos.y))
-- print("Touched collider:", collider)
-- match = ui.events.touch[collider]
-- if match
-- has_fire(match)
-- match\fire(etbl)
-- delta = win\touch_delta(touch)
-- if math.length(delta) > 0
-- dtbl =
-- event: "touch_delta"
-- data: delta
-- for _, uiobj in pairs(ui.events.touch)
-- has_fire(uiobj)
-- uiobj\fire(dtbl)
-- for touch in *win\touches_ended!
-- etbl =
-- event: "touches_ended"
-- data: win\touch_position(touch)
-- for _,uiobj in pairs(ui.events.touch)
-- has_fire(uiobj)
-- uiobj\fire(etbl)
-- todo: expand this with controller support.
)
ui
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