no more mum
This commit is contained in:
parent
91ffcf998b
commit
14deabf2dd
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@ -105,7 +105,6 @@ prosperon.textinput = function (c) {
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};
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prosperon.mousemove = function (pos, dx) {
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mousepos = pos;
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mousepos.y = window.size.y - mousepos.y;
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player[0].mouse_input("move", pos, dx);
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};
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prosperon.mousescroll = function (dx) {
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@ -127,6 +126,12 @@ input.mouse.screenpos = function () {
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input.mouse.worldpos = function () {
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return prosperon.camera.screen2world(mousepos);
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};
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input.mouse.viewpos = function()
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{
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var world = input.mouse.worldpos();
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return mousepos.slice();
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}
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input.mouse.disabled = function () {
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input.mouse_mode(1);
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};
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359
scripts/mum.js
359
scripts/mum.js
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@ -1,359 +0,0 @@
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globalThis.mum = {};
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var panel;
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var selected = undefined;
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mum.inputs = {};
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mum.inputs.lm = function () {
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if (!selected) return;
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if (!selected.action) return;
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selected.action();
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};
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mum.base = {
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offset: [0, 0], // Move x,y to the right and down before drawing
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padding: [0, 0], // Pad inwards after drawing, to prepare for the next element
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font: "fonts/c64.ttf",
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selectable: false,
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selected: false,
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font_size: 16,
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scale: 1,
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angle: 0,
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anchor: [0, 1], // where to draw the item from, relative to the cursor. [0,1] is from the top left corner. [1,0] is from the bottom right
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background_image: null,
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slice: null, // pass to slice an image as a 9 slice. see render.slice9 for its format
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hover: {
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color: Color.red,
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},
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text_shadow: {
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pos: [0, 0],
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color: Color.white,
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},
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border: 0, // Draw a border around the element. For text, an outline.
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overflow: "wrap", // how to deal with overflow from parent element
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wrap: -1,
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text_align: "left" /* left, center, right */,
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shader: null, // Use this shader, instead of the engine provided one
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color: Color.white,
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opacity: 1,
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width: 0,
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height: 0,
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max_width: Infinity,
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max_height: Infinity,
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image_repeat: false,
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image_repeat_offset: [0, 0],
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debug: false /* set to true to draw debug boxes */,
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hide: false,
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child_gap: 0,
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child_layout: 'top2bottom', /* top2bottom, left2right */
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tooltip: null,
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children: [],
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};
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// data is passed into each function, and various stats are generated
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// drawpos: the point to start the drawing from
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// wh: an array of [width,height]
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// bound: a boundingbox around the drawn UI element
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// extent: a boundingbox around the total extents of the element (ie before padding)
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function show_debug() {
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return prosperon.debug && mum.debug;
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}
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var context = mum.base;
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var context_stack = [];
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var cursor = [0,0];
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function computeContainerSize(context)
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{
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var sizing = context.sizing.value;
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var content_dim = [0,0];
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var max_child_dim = [0,0];
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if (context.layout === 'left2right') {
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for (var child of context.children) {
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content_dim.x += child.size.x + context.child_gap;
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if (child.size.y > max_child_dim.y)
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max_child_dim.y = child.size.y;
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}
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content_dim.width -= context.child_gap; // remove extra gap after last child
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content_dim.y = max_child_dim.y;
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} else {
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for (var child of context.children) {
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content_dim.y += child.size.y + context.child_gap;
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if (child.size.x > max_child_dim.x)
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max_child_dim.x = child.size.x;
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}
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content_dim.y -= child_gap;
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content_dim.x = max_child_dim.x;
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}
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content_dim = content_dim.add(context.padding.scale(2));
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var container_size = [0,0];
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if (context.sizing.x.type === 'fit')
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container_size.x = content_dim.x;
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else if (container.sizing.x.type === 'grow') {
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}
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}
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mum.container = function(data, cb) {
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context_stack.push(context);
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data.__proto__ = mum.base;
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data.children = [];
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var container_context = {
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pos:cursor.slice(),
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size:[0,0],
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children:[]
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};
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context = data;
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cb();
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computeContainerSize(context);
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}
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mum.debug = false;
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var post = function () {};
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var posts = [];
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mum.style = mum.base;
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var cursor = [0, 0];
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var pre = function (data) {
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if (data.hide) return true;
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data.__proto__ = mum.style;
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if (data.pos) cursor = data.pos.slice();
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data.drawpos = cursor.slice().add(data.offset);
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if (data.opacity && data.opacity !== 1) {
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data.color = data.color.slice();
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data.color[3] = data.opacity;
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}
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data.wh = [data.width, data.height];
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};
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var anchor_calc = function (data) {
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var aa = [0, 1].sub(data.anchor);
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data.drawpos = data.drawpos.add([data.width, data.height]).scale(aa);
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};
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var end = function (data) {
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cursor = cursor.add(data.padding);
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post(data);
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};
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mum.list = function (fn, data = {}) {
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if (pre(data)) return;
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var aa = [0, 1].sub(data.anchor);
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cursor = cursor.add([data.width, data.height].scale(aa)).add(data.offset).add(data.padding);
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posts.push(post);
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post = mum.list.post.bind(data);
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if (show_debug())
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render.boundingbox({
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t: cursor.y,
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b: cursor.y - data.height,
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l: cursor.x,
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r: cursor.x + data.width,
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});
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//if (data.background_image) mum.image(null, Object.create(data))
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if (data.background_image) {
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var imgpos = data.pos.slice();
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imgpos.y -= data.height / 2;
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imgpos.x -= data.width / 2;
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var imgscale = [data.width, data.height];
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if (data.slice) render.slice9(game.texture(data.background_image), imgpos, data.slice, imgscale);
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else render.image(game.texture(data.background_image), imgpos, [data.width, data.height]);
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}
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fn();
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data.bb.l -= data.padding.x;
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data.bb.r += data.padding.x;
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data.bb.t += data.padding.y;
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data.bb.b -= data.padding.y;
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if (show_debug()) render.boundingbox(data.bb);
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post = posts.pop();
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end(data);
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};
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mum.list.post = function (e) {
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cursor.y -= e.bb.t - e.bb.b;
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cursor.y -= e.padding.y;
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if (this.bb) this.bb = bbox.expand(this.bb, e.bb);
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else this.bb = e.bb;
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};
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mum.label = function (str, data = {}) {
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if (pre(data)) return;
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render.set_font(data.font, data.font_size);
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data.bb = render.text_bb(str, data.scale, -1, cursor);
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data.wh = bbox.towh(data.bb);
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var aa = [0, 1].sub(data.anchor);
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data.drawpos.y -= data.bb.t - cursor.y;
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data.drawpos = data.drawpos.add(data.wh.scale(aa)).add(data.offset);
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data.bb = render.text_bb(str, data.scale, data.wrap, data.drawpos);
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if (data.action && bbox.pointin(data.bb, input.mouse.screenpos())) {
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if (data.hover) {
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data.hover.__proto__ = data;
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data = data.hover;
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selected = data;
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}
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}
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data.bb = render.text(str, data.drawpos, data.scale, data.color, data.wrap);
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if (show_debug()) render.boundingbox(data.bb);
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end(data);
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};
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mum.image = function (path, data = {}) {
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if (pre(data)) return;
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path ??= data.background_image;
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var image = game.texture(path);
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var tex = image.texture;
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if (!data.height)
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if (data.width) data.height = tex.height * (data.width / tex.width);
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else data.height = tex.height;
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if (!data.width)
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if (data.height) data.width = tex.width * (data.height / tex.height);
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else data.height = tex.height;
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if (!data.width) data.width = tex.width;
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if (!data.height) data.height = tex.height;
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var aa = [0, 1].sub(data.anchor);
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data.drawpos = data.drawpos.add(aa.scale([data.width, data.height]));
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if (data.slice) render.slice9(tex, data.drawpos, data.slice, [data.width, data.height]);
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else data.bb = render.image(image, data.drawpos, [data.width, data.height]);
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end(data);
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};
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mum.rectangle = function (data = {}, cb) {
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if (pre(data)) return;
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var aa = [0, 0].sub(data.anchor);
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data.drawpos = data.drawpos.add(aa.scale([data.width, data.height]));
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render.rectangle(data.drawpos, data.drawpos.add([data.width, data.height]), data.color);
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end(data);
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};
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var btnbb;
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var btnpost = function () {
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btnbb = data.bb;
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};
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mum.button = function (str, data = { padding: [4, 4], color: Color.black }) {
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if (pre(data)) return;
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posts.push(post);
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post = btnpost;
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if (typeof str === "string") render.text(str, cursor.add(data.padding), data.scale, data.color);
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else str();
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if (data.action && data.hover && bbox.pointin(btnbb, input.mouse.screenpos())) {
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data.hover.__proto__ = data;
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data = data.hover;
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}
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render.rectangle([btnbb.l - data.padding.x, btnbb.b - data.padding.y], [btnbb.r + data.padding.y, btnbb.t + data.padding.y], data.color);
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data.bb = btnbb;
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post = posts.pop();
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end(data);
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};
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mum.window = function (pos = [0,0], size = game.size.slice(), config = {}, fn) {
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if (pre(config)) return;
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render.rectangle(cursor, cursor.add(data.size), data.color);
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config.pos = pos;
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config.pos = config.add(config.padding);
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fn();
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end(data);
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};
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mum.hstack = function(data = {}, fn)
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{
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}
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mum.ex_hud = function () {
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mum.label("TOP LEFT", { pos: [0, game.size.y], anchor: [0, 1] });
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mum.label("BOTTOM LEFT", { pos: [0, 0], anchor: [0, 0] });
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mum.label("TOP RIGHT", { pos: game.size, anchor: [1, 1] });
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mum.label("BOTTOM RIGHT", { pos: [game.size.x, 0], anchor: [1, 0] });
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};
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mum.drawinput = undefined;
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var ptext = "";
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var panpan = {
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draw() {
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mum.rectangle({
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pos: [0, 0],
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anchor: [0, 0],
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height: 20,
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width: window.size.x,
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padding: [10, 16],
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color: Color.black,
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});
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mum.label("input level: ");
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mum.label(ptext, { offset: [50, 0], color: Color.red });
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},
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inputs: {
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block: true,
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char(c) {
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ptext += c;
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},
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enter() {
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delete mum.drawinput;
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player[0].uncontrol(panpan);
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},
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escape() {
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delete mum.drawinput;
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player[0].uncontrol(panpan);
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},
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backspace() {
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ptext = ptext.slice(0, ptext.length - 1);
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},
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},
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};
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mum.textinput = function (fn, str = "") {
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mum.drawinput = panpan.draw;
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ptext = str;
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player[0].control(panpan);
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panpan.inputs.enter = function () {
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fn(ptext);
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delete mum.drawinput;
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player[0].uncontrol(panpan);
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};
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};
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@ -873,11 +873,18 @@ render.rectangle = function render_rectangle(lowerleft, upperright, color, shade
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check_flush(flush_poly);
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};
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// brect is x,y,width,height, with x,y in the upper left corner
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render.brect = function(brect, color = Color.white)
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{
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render.rectangle([brect.x,brect.y], [brect.x+brect.width, brect.y+brect.height], color);
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}
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// brect is x,y,width,height, with x,y in the upper left corner
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render.urect = function(brect, color = Color.white)
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{
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render.rectangle([brect.x,brect.y], [brect.x+brect.width, brect.y], color);
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}
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render.rect = function(rect, color, shader, pipe)
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{
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render.rectangle([rect.x-rect.w/2, rect.y-rect.h/2], [rect.x+rect.w/2, rect.y+rect.h/2], color, shader, pipe);
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@ -895,7 +902,7 @@ render.window = function render_window(pos, wh, color) {
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render.box(pos.add(wh.scale(0.5)), wh, color);
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};
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render.text = function (str, pos, font = cur_font, size = 1, color = Color.white, wrap = -1) {
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render.text = function (str, pos, font = cur_font, size = 0, color = Color.white, wrap = -1) {
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if (!font) return;
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gui.text(str, pos, size, color, wrap, font); // this puts text into buffer
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cur_font = font;
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@ -1164,10 +1171,10 @@ function camscreen2world(pos) {
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return view;
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}
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// three coordinatse
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// world coordinates, the "actual" view relative to the game's universe
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// camera coordinates, normalized from 0 to 1 inside of a camera's viewport, bottom left is 0,0, top right is 1,1
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// screen coordinates, pixels, 0,0 at the bottom left of the window and [w,h] at the top right of the screen
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// screen coordinates, pixels, 0,0 at the top left of the window and [w,h] at the top right of the screen
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// hud coordinates, same as screen coordinates but the top left is 0,0
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camscreen2world.doc = "Convert a view position for a camera to world.";
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@ -1327,8 +1334,9 @@ prosperon.render = function () {
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profile.endreport("draws");
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profile.endreport("world");
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render.fillmask(0);
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prosperon.hudcam.size = prosperon.camera.size;
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prosperon.hudcam.size = prosperon.camera.size.slice();
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prosperon.hudcam.transform.pos = [prosperon.hudcam.size.x / 2, prosperon.hudcam.size.y / 2, -100];
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prosperon.hudcam.size.y *= -1;
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render.set_camera(prosperon.hudcam);
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profile.report("hud");
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@ -27,7 +27,7 @@ uniform mat4 vp;
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void main()
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{
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letter charData = ls[gl_InstanceIndex];
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fuv = charData.uv + vec2(a_pos.x*charData.uv_size.x, charData.uv_size.y - a_pos.y*charData.uv_size.y);
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fuv = charData.uv + a_pos*charData.uv_size;
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uv = a_uv;
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color0 = charData.color;
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pos = charData.pos+(a_pos*charData.wh);
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@ -54,7 +54,7 @@ void main()
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{
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float lettera = texture(sampler2D(text,smp),fuv).r;
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frag();
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color.a = lettera;
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color.a *= lettera;
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}
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@end
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@ -98,6 +98,7 @@ struct sFont *MakeFont(const char *fontfile, int height) {
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newfont->ascent = ascent*emscale;
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newfont->descent = descent*emscale;
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newfont->linegap = linegap*emscale;
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printf("ascent %g descent %g linegap %g\n", newfont->ascent, newfont->descent, newfont->linegap);
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newfont->texture = malloc(sizeof(texture));
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@ -131,6 +132,9 @@ struct sFont *MakeFont(const char *fontfile, int height) {
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};
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newfont->Characters[c].Advance = glyph.xadvance; /* x distance from this char to the next */
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newfont->Characters[c].leftbearing = glyph.xoff;
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// printf("char %c: ascent %g, yoff %g, yoff2 %g\n", c, newfont->ascent, glyph.yoff, glyph.yoff2);
|
||||
newfont->Characters[c].topbearing = newfont->ascent + glyph.yoff;
|
||||
newfont->Characters[c].rect = r;
|
||||
}
|
||||
|
||||
|
@ -165,8 +169,8 @@ int text_flush(sg_buffer *buf) {
|
|||
void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgba color) {
|
||||
struct text_vert vert;
|
||||
|
||||
vert.pos.x = cursor.X + c.leftbearing * scale;
|
||||
vert.pos.y = cursor.Y - c.topbearing * scale;
|
||||
vert.pos.x = cursor.X + c.leftbearing;
|
||||
vert.pos.y = cursor.Y + c.topbearing;
|
||||
vert.wh = c.size;
|
||||
|
||||
// if (vert.pos.x > frame.l || vert.pos.y > frame.t || (vert.pos.y + vert.wh.y) < frame.b || (vert.pos.x + vert.wh.x) < frame.l) return;
|
||||
|
|
|
@ -598,8 +598,8 @@ struct rect js2rect(JSValue v) {
|
|||
struct rect rect;
|
||||
rect.x = js2number(js_getpropstr(v, "x"));
|
||||
rect.y = js2number(js_getpropstr(v, "y"));
|
||||
rect.w = js2number(js_getpropstr(v, "w"));
|
||||
rect.h = js2number(js_getpropstr(v, "h"));
|
||||
rect.w = js2number(js_getpropstr(v, "width"));
|
||||
rect.h = js2number(js_getpropstr(v, "height"));
|
||||
return rect;
|
||||
}
|
||||
|
||||
|
@ -1396,11 +1396,12 @@ JSC_CCALL(gui_scissor,
|
|||
JSC_CCALL(gui_text,
|
||||
const char *s = JS_ToCString(js, argv[0]);
|
||||
HMM_Vec2 pos = js2vec2(argv[1]);
|
||||
|
||||
float size = js2number(argv[2]);
|
||||
font *f = js2font(argv[5]);
|
||||
if (!size) size = f->height;
|
||||
struct rgba c = js2color(argv[3]);
|
||||
int wrap = js2number(argv[4]);
|
||||
renderText(s, pos, js2font(argv[5]), size, c, wrap);
|
||||
renderText(s, pos, f, size, c, wrap);
|
||||
JS_FreeCString(js, s);
|
||||
return ret;
|
||||
)
|
||||
|
@ -2890,7 +2891,7 @@ JSC_CCALL(geometry_rect_random,
|
|||
JSC_CCALL(geometry_rect_point_inside,
|
||||
rect a = js2rect(argv[0]);
|
||||
HMM_Vec2 p = js2vec2(argv[1]);
|
||||
return boolean2js(p.x >= a.x-a.w/2 && p.x <= a.x+a.w/2 && p.y <= a.y+a.h/2 && p.y >= a.y-a.h/2);
|
||||
return boolean2js(p.x >= a.x && p.x <= a.x+a.w && p.y <= a.y+a.h && p.y >= a.y-a.h);
|
||||
)
|
||||
|
||||
JSC_CCALL(geometry_cwh2rect,
|
||||
|
|
|
@ -175,8 +175,6 @@ struct texture *texture_from_file(const char *path) {
|
|||
|
||||
struct texture *tex = calloc(1, sizeof(*tex));
|
||||
|
||||
stbi_set_flip_vertically_on_load(1);
|
||||
|
||||
int n;
|
||||
|
||||
char *ext = strrchr(path, '.');
|
||||
|
|
Loading…
Reference in a new issue