187 lines
4.3 KiB
Lua
187 lines
4.3 KiB
Lua
local core = require "core"
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local config = require "core.config"
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local style = require "core.style"
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local common = require "core.common"
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local Object = require "core.object"
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local View = Object:extend()
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-- Override how objects are created. This allows for automatic Views registration
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function View:extend(register_name)
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local new_class = View.super.extend(self)
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if register_name then
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new_class.registered_name = register_name
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core.register_view(register_name, new_class)
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end
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return new_class
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end
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-- context can be "application" or "session". The instance of objects
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-- with context "session" will be closed when a project session is
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-- terminated. The context "application" is for functional UI elements.
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View.context = "application"
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-- Returns a table that contains what shall be saved in a workspace file.
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function View:get_content()
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return { }
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end
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-- Returns a View created from the specified parameter `content`, which contains
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-- what was returned from `View:get_content`.
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function View.from_content(content)
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return View()
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end
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function View:new()
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self.position = { x = 0, y = 0 }
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self.size = { x = 0, y = 0 }
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self.scroll = { x = 0, y = 0, to = { x = 0, y = 0 } }
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self.cursor = "arrow"
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self.scrollable = false
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end
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function View:move_towards(t, k, dest, rate)
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if type(t) ~= "table" then
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return self:move_towards(self, t, k, dest, rate)
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end
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local val = t[k]
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if not config.transitions or math.abs(val - dest) < 0.5 then
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t[k] = dest
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else
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rate = rate or 0.5
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if config.fps ~= 60 or config.animation_rate ~= 1 then
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local dt = 60 / config.fps
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rate = 1 - common.clamp(1 - rate, 1e-8, 1 - 1e-8)^(config.animation_rate * dt)
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end
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t[k] = common.lerp(val, dest, rate)
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end
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if val ~= dest then
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core.redraw = true
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end
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end
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function View:try_close(do_close)
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do_close()
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end
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function View:get_name()
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return "---"
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end
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function View:get_scrollable_size()
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return math.huge
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end
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function View:get_scrollbar_rect()
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local sz = self:get_scrollable_size()
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if sz <= self.size.y or sz == math.huge then
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return 0, 0, 0, 0
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end
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local h = math.max(20, self.size.y * self.size.y / sz)
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return
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self.position.x + self.size.x - style.scrollbar_size,
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self.position.y + self.scroll.y * (self.size.y - h) / (sz - self.size.y),
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style.scrollbar_size,
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h
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end
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function View:scrollbar_overlaps_point(x, y)
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local sx, sy, sw, sh = self:get_scrollbar_rect()
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return x >= sx - sw * 3 and x < sx + sw and y >= sy and y < sy + sh
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end
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function View:on_mouse_pressed(button, x, y, clicks)
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if self:scrollbar_overlaps_point(x, y) then
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self.dragging_scrollbar = true
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return true
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end
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end
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function View:on_mouse_released(button, x, y)
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self.dragging_scrollbar = false
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end
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function View:on_mouse_moved(x, y, dx, dy)
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if self.dragging_scrollbar then
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local delta = self:get_scrollable_size() / self.size.y * dy
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self.scroll.to.y = self.scroll.to.y + delta
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end
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self.hovered_scrollbar = self:scrollbar_overlaps_point(x, y)
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end
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function View:on_text_input(text)
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-- no-op
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end
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function View:on_mouse_wheel(y)
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if self.scrollable then
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self.scroll.to.y = self.scroll.to.y + y * -config.mouse_wheel_scroll
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end
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end
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function View:get_content_bounds()
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local x = self.scroll.x
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local y = self.scroll.y
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return x, y, x + self.size.x, y + self.size.y
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end
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function View:get_content_offset()
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local x = common.round(self.position.x - self.scroll.x)
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local y = common.round(self.position.y - self.scroll.y)
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return x, y
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end
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function View:clamp_scroll_position()
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local max = self:get_scrollable_size() - self.size.y
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self.scroll.to.y = common.clamp(self.scroll.to.y, 0, max)
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end
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function View:update()
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self:clamp_scroll_position()
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self:move_towards(self.scroll, "x", self.scroll.to.x, 0.3)
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self:move_towards(self.scroll, "y", self.scroll.to.y, 0.3)
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end
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function View:draw_background(color)
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local x, y = self.position.x, self.position.y
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local w, h = self.size.x, self.size.y
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renderer.draw_rect(x, y, w + x % 1, h + y % 1, color)
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end
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function View:draw_scrollbar()
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local x, y, w, h = self:get_scrollbar_rect()
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local highlight = self.hovered_scrollbar or self.dragging_scrollbar
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local color = highlight and style.scrollbar2 or style.scrollbar
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renderer.draw_rect(x, y, w, h, color)
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end
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function View:draw()
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end
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return View
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