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10 changed files with 66 additions and 198 deletions

View file

@ -6,7 +6,6 @@ return function(core, text, ...)
local opt, x,y,w,h = core.getOptionsAndSize(...)
opt.id = opt.id or text
opt.font = opt.font or love.graphics.getFont()
opt.color = opt.color or core.theme.color
w = w or opt.font:getWidth(text) + 4
h = h or opt.font:getHeight() + 4
@ -19,10 +18,6 @@ return function(core, text, ...)
hit = core:mouseReleasedOn(opt.id),
hovered = core:isHovered(opt.id),
entered = core:isHovered(opt.id) and not core:wasHovered(opt.id),
left = not core:isHovered(opt.id) and core:wasHovered(opt.id),
x = x,
y = y,
w = w,
h = h
left = not core:isHovered(opt.id) and core:wasHovered(opt.id)
}
end

View file

@ -100,7 +100,7 @@ function suit:mouseInRect(x,y,w,h)
end
function suit:registerMouseHit(id, ul_x, ul_y, hit)
if not self.hovered and hit(self.mouse_x - ul_x, self.mouse_y - ul_y) then
if hit(self.mouse_x - ul_x, self.mouse_y - ul_y) then
self.hovered = id
if self.active == nil and self.mouse_button_down then
self.active = id
@ -176,24 +176,15 @@ function suit:keyPressedOn(id, key)
end
-- state update
function suit:enterFrame(mouseX, mouseY)
function suit:enterFrame()
if not self.mouse_button_down then
self.active = nil
elseif self.active == nil then
self.active = NONE
end
local mx = mouseX
local my = mouseY
if mx == nil then
mx = love.mouse.getX()
end
if my == nil then
my = love.mouse.getY()
end
self.hovered_last, self.hovered = self.hovered, nil
self:updateMouse(mx, my, love.mouse.isDown(1))
self:updateMouse(love.mouse.getX(), love.mouse.getY(), love.mouse.isDown(1))
self.key_down, self.textchar = nil, ""
self:grabKeyboardFocus(NONE)
self.hit = nil
@ -213,14 +204,14 @@ function suit:registerDraw(f, ...)
end
function suit:draw()
-- self:exitFrame() -- CALL these manually in your update method
self:exitFrame()
love.graphics.push('all')
for i = self.draw_queue.n,1,-1 do
self.draw_queue[i]()
end
love.graphics.pop()
self.draw_queue.n = 0
-- self:enterFrame() -- CALL these manually in your update method
self:enterFrame()
end
return suit

View file

@ -5,7 +5,7 @@ Before actually getting started, it is important to understand the motivation
and mechanics behind SUIT:
- **Immediate mode is better than retained mode**
- **Layout should not care about content**
- **Layout does not care about widgets**
- **Less is more**
Immediate mode?
@ -68,11 +68,11 @@ to design a user interface.
SUIT is not a complete GUI library: It does not take control of the runtime.
You have to do everything yourself [1]_.
**SUIT is not good at processing words!**
**SUIT is not good at word processors!**
Hello, World!
-------------
Hello, World
------------
SUITing up is is straightforward: Define your GUI in ``love.update()``, and
draw it in ``love.draw()``::
@ -96,19 +96,15 @@ draw it in ``love.draw()``::
suit.draw()
end
This will produce this UI:
This will produce this UI (after clicking the button):
.. image:: _static/hello-world.gif
The two widgets (the button and the label) are each created by a function call
As written above, the two widgets are each created by a function call
(:func:`suit.Button <Button>` and :func:`suit.Label <Label>`). The first
argument to a widget function always defines the *payload* of the widget.
Different widgets expect different payloads.
Here, both :func:`suit.Button <Button>` and :func:`suit.Label <Label>` expect a
string.
The last four arguments of a widget function define the position and dimension
of the widget.
The function returns a table that indicates the UI state of the widget.
argument to a widget function is always the "payload" of the widget, and the
last four arguments define the position and dimension of the widget. The
function returns a table that indicates the UI state of the widget.
Here, the state ``hit`` is used to figure out if the mouse was clicked and
released on the button. See :doc:`Widgets <widgets>` for more info on widget
states.
@ -116,8 +112,8 @@ states.
Mutable state
-------------
Widgets that mutate some state - input boxes, checkboxes and sliders - expect
a table as their payload, e.g.::
Widgets that mutate some state - input boxes, checkboxes and sliders - receive
a table argument as payload, e.g.::
local slider = {value = 1, min = 0, max = 2}
function love.update(dt)
@ -135,7 +131,8 @@ Options
-------
You can define optional, well, options after the payload. Most options affect
how the widget is drawn. For example, to align the label text to the left::
how the widget is drawn. For example, to align the label text to the left in
the above example, you would write::
local slider = {value = 1, max = 2}
function love.update(dt)
@ -151,8 +148,8 @@ the theme. See :doc:`Widgets <widgets>` for more info on widget options.
Keyboard input
--------------
The :func:`Input` widget requires that you forward the ``keypressed`` and
``textinput`` events to SUIT::
The :func:`input widget <Input>` requires that you forward the ``keypressed``
and ``textinput`` events to SUIT::
local input = {text = ""}
function love.update(dt)
@ -171,7 +168,7 @@ The :func:`Input` widget requires that you forward the ``keypressed`` and
.. image:: _static/keyboard.gif
The :func:`Slider` widget can also react to keyboard input. The mouse state is
The slider widget can also react to keyboard input. The mouse state is
automatically updated, but you can provide your own version of reality if you
need to. See the :doc:`Core functions <core>` for more details.
@ -188,7 +185,7 @@ you can directly pass as the final four arguments to the widget functions.
If you have ever dabbled with `Qt's <http://qt.io>`_ ``QBoxLayout``, you
already know 89% [2]_ of what you need to know.
Hello, World! can be rewritten as follows::
The first example can be written as follows::
suit = require 'suit'
@ -237,10 +234,10 @@ Refer to the :doc:`Layout <layout>` documentation for more information.
Widget ids
----------
Each widget is identified by an ``id`` [4]_. Internally, this ``id`` is used to
Each widget is identified by an ``id`` [4]_. Internally, this ``id`` is used t
figure out which widget should handle user input like mouse clicks and keyboard
presses.
Unless specified otherwise, the ``id`` is the same as the payload, i.e.,
Unless specified otherwise, the ``id`` is the same as the first argument, i.e.,
the ``id`` of ``Button("Hello, World!", ...)`` will be the string
``"Hello, World!"``.
In almost all of the cases, this will work fine and you don't have to worry about
@ -335,10 +332,10 @@ You can also do minimally invasive surgery::
GUI Instances
-------------
Sometimes you might feel the need to separate parts of the GUI. Maybe certain
UI elements should always be drawn before or after other UI elements, or maybe
you don't want the UI state to "leak" (e.g., from a stacked pause gamestate to
the main gamestate).
Sometimes you might feel the need to separate parts of the GUI. Maybe the
widgets should have a different theme, maybe certain should always be drawn
before or after other UI elements, or maybe you don't want the UI state to
"leak" (e.g., from a stacked pause gamestate to the main gamestate).
For this reason, SUIT allows you to create GUI instances::

View file

@ -12,35 +12,14 @@ You may also download the sourcecode as a `zip
<http://github.com/vrld/SUIT/zipball/master>`_ or `tar
<http://github.com/vrld/SUIT/tarball/master>`_ file.
Otherwise, use `Git <http://git-scm.com>`_::
Using `Git <http://git-scm.com>`_, you can clone the project by running::
git clone git://github.com/vrld/SUIT
Update::
Once done, you can check for updates by running::
git pull
Hello, Suit::
suit = require 'suit'
local show_message = false
function love.update(dt)
-- Put a button on the screen. If hit, show a message.
if suit.Button("Hello, World!", 100,100, 300,30).hit then
show_message = true
end
-- if the button was pressed at least one time, but a label below
if show_message then
suit.Label("How are you today?", 100,150, 300,30)
end
end
function love.draw()
suit.draw()
end
Read on
-------
@ -70,7 +49,7 @@ The following code will create this UI:
-- generate some assets (below)
function love.load()
snd = generateClickySound()
normal, hovered, active, mask = generateImageButton()
normal, hovered, active = generateImageButton()
smallerFont = love.graphics.newFont(10)
end
@ -149,14 +128,13 @@ The following code will create this UI:
-- put an image button below the nested cell
-- the size of the cell will be 200 by 100 px,
-- but the image may be bigger or smaller
-- the button shows the image `normal' when the button is inactive
-- the button shows the image `hovered` if the mouse is over an opaque pixel
-- of the ImageData `mask`
-- the button shows the image `normal' when the mouse is outside the image
-- or above a transparent pixel
-- the button shows the image `hovered` if the mouse is above an opaque pixel
-- of the image `normal'
-- the button shows the image `active` if the mouse is above an opaque pixel
-- of the ImageData `mask` and the mouse button is pressed
-- if `mask` is omitted, the alpha-test will be swapped for a test whether
-- the mouse is in the area occupied by the widget
suit.ImageButton(normal, {mask = mask, hovered = hovered, active = active}, suit.layout:row(200,50))
-- of the image `normal' and the mouse button is pressed
suit.ImageButton(normal, {hovered = hovered, active = active}, suit.layout:row(200,100))
-- if the checkbox is checked, display a precomputed layout
if chk.checked then
@ -222,17 +200,17 @@ The following code will create this UI:
local d2 = math.exp(-((px+.7)^2 + (py+.1)^2) * 2)
local d = (d1 + d2)/2
if d > t then
return r,g,b, ((d-t) / (1-t))^.2
return r,g,b, 255 * ((d-t) / (1-t))^.2
end
return 0,0,0,0
end
end
local normal, hovered, active = love.image.newImageData(200,100), love.image.newImageData(200,100), love.image.newImageData(200,100)
normal:mapPixel(metaballs(.48, .74,.74,.74))
hovered:mapPixel(metaballs(.46, .2,.6,.6))
active:mapPixel(metaballs(.43, 1,.6,0))
return love.graphics.newImage(normal), love.graphics.newImage(hovered), love.graphics.newImage(active), normal
normal:mapPixel(metaballs(.48, 188,188,188))
hovered:mapPixel(metaballs(.46, 50,153,187))
active:mapPixel(metaballs(.43, 255,153,0))
return love.graphics.newImage(normal), love.graphics.newImage(hovered), love.graphics.newImage(active)
end
Indices and tables

View file

@ -30,7 +30,7 @@ Creates a label at position ``(x,y)`` with width ``w`` and height ``h``.
.. function:: ImageButton(normal, options, x,y)
:param mixed normal: Image of the button in normal state.
:param Image normal: Image of the button in normal state.
:param table options: Widget options.
:param numbers x,y: Upper left corner of the widget.
:returns: Return state (see below).
@ -39,21 +39,13 @@ Creates an image button widget at position ``(x,y)``.
Unlike all other widgets, an ``ImageButton`` is not affected by the current
theme.
The argument ``normal`` defines the image of the normal state as well as the
area of the widget.
The button activates when the mouse enters the area occupied by the widget.
If the option ``mask`` defined, the button activates only if the mouse is over
a pixel with non-zero alpha.
You can provide additional ``hovered`` and ``active`` images, but the widget area
is always computed from the ``normal`` image.
area of the widget: The button activates when the mouse is over a pixel with
non-zero alpha value.
You can provide additional ``hovered`` and ``active`` images, but the widget area
is always computed from the ``normal`` image.
**Additional Options:**
``mask``
Alpha-mask of the button, i.e. an ``ImageData`` of the same size as the
``normal`` image that has non-zero alpha where the button should activate.
``normal``
Image for the normal state of the widget. Defaults to widget payload.

View file

@ -2,49 +2,36 @@
local BASE = (...):match('(.-)[^%.]+$')
local function isType(val, typ)
return type(val) == "userdata" and val.typeOf and val:typeOf(typ)
end
return function(core, normal, ...)
local opt, x,y = core.getOptionsAndSize(...)
opt.normal = normal or opt.normal or opt[1]
opt.hovered = opt.hovered or opt[2] or opt.normal
opt.active = opt.active or opt[3] or opt.hovered
assert(opt.normal, "Need at least `normal' state image")
opt.id = opt.id or opt.normal
local image = assert(opt.normal, "No image for state `normal'")
core:registerMouseHit(opt.id, x, y, function(u,v)
-- mouse in image?
opt.state = core:registerMouseHit(opt.id, x,y, function(u,v)
local id = opt.normal:getData()
assert(id:typeOf("ImageData"), "Can only use uncompressed images")
u, v = math.floor(u+.5), math.floor(v+.5)
if u < 0 or u >= image:getWidth() or v < 0 or v >= image:getHeight() then
if u < 0 or u >= opt.normal:getWidth() or v < 0 or v >= opt.normal:getHeight() then
return false
end
if opt.mask then
-- alpha test
assert(isType(opt.mask, "ImageData"), "Option `mask` is not a love.image.ImageData")
assert(u < mask:getWidth() and v < mask:getHeight(), "Mask may not be smaller than image.")
local _,_,_,a = mask:getPixel(u,v)
return a > 0
end
return true
local _,_,_,a = id:getPixel(u,v)
return a > 0
end)
local img = opt.normal
if core:isActive(opt.id) then
image = opt.active
img = opt.active
elseif core:isHovered(opt.id) then
image = opt.hovered
img = opt.hovered
end
assert(isType(image, "Image"), "state image is not a love.graphics.image")
core:registerDraw(opt.draw or function(image,x,y, r,g,b,a)
core:registerDraw(opt.draw or function(img,x,y, r,g,b,a)
love.graphics.setColor(r,g,b,a)
love.graphics.draw(image,x,y)
end, image, x,y, love.graphics.getColor())
love.graphics.draw(img,x,y)
end, img, x,y, love.graphics.getColor())
return {
id = opt.id,

View file

@ -6,7 +6,6 @@ return function(core, text, ...)
local opt, x,y,w,h = core.getOptionsAndSize(...)
opt.id = opt.id or text
opt.font = opt.font or love.graphics.getFont()
opt.color = opt.color or core.theme.color
w = w or opt.font:getWidth(text) + 4
h = h or opt.font:getHeight() + 4

View file

@ -15,7 +15,6 @@ function Layout:reset(x,y, padx,pady)
self._widths = {}
self._heights = {}
self._isFirstCell = true
self._start_x = self._x
return self
end
@ -36,12 +35,6 @@ function Layout:nextRow()
return self._x, self._y + self._h + self._pady
end
function Layout:newRow()
self._x = self._start_x
self._y = self._y + self._h + self._pady
self._w = nil
end
Layout.nextDown = Layout.nextRow
function Layout:nextCol()

View file

@ -1,28 +0,0 @@
package = "suit"
version = "0.1-1"
source = {
url = "git://github.com/vrld/suit.git"
}
description = {
summary="Immediate mode GUI library in pure Lua.",
homepage = "https://suit.readthedocs.io",
license = "MIT",
}
dependencies = {
"lua >= 5.1"
}
build = {
type = "builtin",
modules = {
["suit"] = "init.lua",
["suit.button"] = "button.lua",
["suit.checkbox"] = "checkbox.lua",
["suit.core"] = "core.lua",
["suit.imagebutton"] = "imagebutton.lua",
["suit.input"] = "input.lua",
["suit.label"] = "label.lua",
["suit.layout"] = "layout.lua",
["suit.slider"] = "slider.lua",
["suit.theme"] = "theme.lua",
}
}

View file

@ -6,9 +6,9 @@ local theme = {}
theme.cornerRadius = 4
theme.color = {
normal = {bg = { 0.25, 0.25, 0.25}, fg = {0.73,0.73,0.73}},
hovered = {bg = { 0.19,0.6,0.73}, fg = {1,1,1}},
active = {bg = {1,0.6, 0}, fg = {1,1,1}}
normal = {bg = { 66, 66, 66}, fg = {188,188,188}},
hovered = {bg = { 50,153,187}, fg = {255,255,255}},
active = {bg = {255,153, 0}, fg = {225,225,225}}
}
@ -18,32 +18,16 @@ function theme.getColorForState(opt)
return (opt.color and opt.color[opt.state]) or theme.color[s]
end
function theme.drawBox(x,y,w,h, colors, cornerRadius, outline, scale)
function theme.drawBox(x,y,w,h, colors, cornerRadius)
colors = colors or theme.getColorForState(opt)
cornerRadius = (cornerRadius or theme.cornerRadius)
cornerRadius = cornerRadius or theme.cornerRadius
w = math.max(cornerRadius/2, w)
if h < cornerRadius/2 then
y,h = y - (cornerRadius - h), cornerRadius/2
end
-- by default, scale will operate about the center of the box. meaning it grows
-- out/in in all directions
if scale and scale ~= 1.0 then
local baseW, baseH = w, h
w = w * scale
h = h * scale
x = x - (w - baseW) / 2
y = y - (h - baseH) / 2
cornerRadius = cornerRadius * scale
end
love.graphics.setColor(colors.bg)
love.graphics.rectangle('fill', x,y, w,h, cornerRadius)
if outline ~= nil then
love.graphics.setColor(colors.fg)
love.graphics.setLineWidth(outline)
love.graphics.rectangle('line', x,y, w,h, cornerRadius)
end
end
function theme.getVerticalOffsetForAlign(valign, font, h)
@ -67,33 +51,13 @@ end
function theme.Button(text, opt, x,y,w,h)
local c = theme.getColorForState(opt)
local scale = opt.scale or 1.0
theme.drawBox(x,y,w,h, c, opt.cornerRadius, opt.outline, scale)
theme.drawBox(x,y,w,h, c, opt.cornerRadius)
love.graphics.setColor(c.fg)
love.graphics.setFont(opt.font)
-- ensure text remains aligned regardless of scale
local align = opt.align or "center"
local textX = x
local textY = y
local textW = w
if scale ~= 1.0 then
-- For center alignment, shift x so the scaled text stays centered
if align == "center" then
textX = x + (w - w * scale) / 2
elseif align == "right" then
textX = x + (w - w * scale)
end
end
y = y + theme.getVerticalOffsetForAlign(opt.valign, opt.font, h)
love.graphics.printf(text, textX+2, textY, textW-4,
align,
0,
scale,
scale
)
love.graphics.printf(text, x+2, y, w-4, opt.align or "center")
end
function theme.Checkbox(chk, opt, x,y,w,h)