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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")

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.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