prosperon/scripts/mum.js
2024-10-04 12:47:50 -05:00

314 lines
7.8 KiB
JavaScript

globalThis.mum = {};
var panel;
var selected = undefined;
mum.inputs = {};
mum.inputs.lm = function () {
if (!selected) return;
if (!selected.action) return;
selected.action();
};
mum.base = {
pos: null, // If set, puts the cursor to this position before drawing the element
offset: [0, 0], // Move x,y to the right and down before drawing
padding: [0, 0], // Pad inwards after drawing, to prepare for the next element
font: "fonts/c64.ttf",
selectable: false,
selected: false,
font_size: 16,
scale: 1,
angle: 0,
inset: null,
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
background_image: null,
slice: null, // pass to slice an image as a 9 slice. see render.slice9 for its format
hover: {
color: Color.red,
},
text_shadow: {
pos: [0, 0],
color: Color.white,
},
border: 0, // Draw a border around the element. For text, an outline.
overflow: "wrap", // how to deal with overflow from parent element
wrap: -1,
text_align: "left" /* left, center, right */,
shader: null, // Use this shader, instead of the engine provided one
color: Color.white,
opacity: 1,
width: 0,
height: 0,
max_width: Infinity,
max_height: Infinity,
image_repeat: false,
image_repeat_offset: [0, 0],
debug: false /* set to true to draw debug boxes */,
hide: false,
tooltip: null,
};
// data is passed into each function, and various stats are generated
// drawpos: the point to start the drawing from
// wh: an array of [width,height]
// bound: a boundingbox around the drawn UI element
// extent: a boundingbox around the total extents of the element (ie before padding)
function show_debug() {
return prosperon.debug && mum.debug;
}
var context = mum.base;
var context_stack = [];
var cursor = [0,0];
mum.container = function(data, cb) {
context_stack.push(context);
data.__proto__ = mum.base;
var container_context = {
pos:cursor.slice(),
size:[0,0],
children:[]
};
context = data;
cb();
computeContainerSize(context);
}
mum.debug = false;
var post = function () {};
var posts = [];
mum.style = mum.base;
var cursor = [0, 0];
var pre = function (data) {
if (data.hide) return true;
data.__proto__ = mum.style;
if (data.pos) cursor = data.pos.slice();
data.drawpos = cursor.slice().add(data.offset);
if (data.opacity && data.opacity !== 1) {
data.color = data.color.slice();
data.color[3] = data.opacity;
}
data.wh = [data.width, data.height];
};
var anchor_calc = function (data) {
var aa = [0, 1].sub(data.anchor);
data.drawpos = data.drawpos.add([data.width, data.height]).scale(aa);
};
var end = function (data) {
cursor = cursor.add(data.padding);
post(data);
};
mum.list = function (fn, data = {}) {
if (pre(data)) return;
var aa = [0, 1].sub(data.anchor);
cursor = cursor.add([data.width, data.height].scale(aa)).add(data.offset).add(data.padding);
posts.push(post);
post = mum.list.post.bind(data);
if (show_debug())
render.boundingbox({
t: cursor.y,
b: cursor.y - data.height,
l: cursor.x,
r: cursor.x + data.width,
});
//if (data.background_image) mum.image(null, Object.create(data))
if (data.background_image) {
var imgpos = data.pos.slice();
imgpos.y -= data.height / 2;
imgpos.x -= data.width / 2;
var imgscale = [data.width, data.height];
if (data.slice) render.slice9(game.texture(data.background_image), imgpos, data.slice, imgscale);
else render.image(game.texture(data.background_image), imgpos, [data.width, data.height]);
}
fn();
data.bb.l -= data.padding.x;
data.bb.r += data.padding.x;
data.bb.t += data.padding.y;
data.bb.b -= data.padding.y;
if (show_debug()) render.boundingbox(data.bb);
post = posts.pop();
end(data);
};
mum.list.post = function (e) {
cursor.y -= e.bb.t - e.bb.b;
cursor.y -= e.padding.y;
if (this.bb) this.bb = bbox.expand(this.bb, e.bb);
else this.bb = e.bb;
};
mum.label = function (str, data = {}) {
if (pre(data)) return;
render.set_font(data.font, data.font_size);
data.bb = render.text_bb(str, data.scale, -1, cursor);
data.wh = bbox.towh(data.bb);
var aa = [0, 1].sub(data.anchor);
data.drawpos.y -= data.bb.t - cursor.y;
data.drawpos = data.drawpos.add(data.wh.scale(aa)).add(data.offset);
data.bb = render.text_bb(str, data.scale, data.wrap, data.drawpos);
if (data.action && bbox.pointin(data.bb, input.mouse.screenpos())) {
if (data.hover) {
data.hover.__proto__ = data;
data = data.hover;
selected = data;
}
}
data.bb = render.text(str, data.drawpos, data.scale, data.color, data.wrap);
if (show_debug()) render.boundingbox(data.bb);
end(data);
};
mum.image = function (path, data = {}) {
if (pre(data)) return;
path ??= data.background_image;
var tex = path;
if (typeof path === "string") tex = game.texture(path);
if (!data.height)
if (data.width) data.height = tex.height * (data.width / tex.width);
else data.height = tex.height;
if (!data.width)
if (data.height) data.width = tex.width * (data.height / tex.height);
else data.height = tex.height;
if (!data.width) data.width = tex.width;
if (!data.height) data.height = tex.height;
var aa = [0, 1].sub(data.anchor);
data.drawpos = data.drawpos.add(aa.scale([data.width, data.height]));
if (data.slice) render.slice9(tex, data.drawpos, data.slice, [data.width, data.height]);
else data.bb = render.image(tex, data.drawpos, [data.width, data.height]);
end(data);
};
mum.rectangle = function (data = {}) {
if (pre(data)) return;
var aa = [0, 0].sub(data.anchor);
data.drawpos = data.drawpos.add(aa.scale([data.width, data.height]));
render.rectangle(data.drawpos, data.drawpos.add([data.width, data.height]), data.color);
end(data);
};
var btnbb;
var btnpost = function () {
btnbb = data.bb;
};
mum.button = function (str, data = { padding: [4, 4], color: Color.black }) {
if (pre(data)) return;
posts.push(post);
post = btnpost;
if (typeof str === "string") render.text(str, cursor.add(data.padding), data.scale, data.color);
else str();
if (data.action && data.hover && bbox.pointin(btnbb, input.mouse.screenpos())) {
data.hover.__proto__ = data;
data = data.hover;
}
render.rectangle([btnbb.l - data.padding.x, btnbb.b - data.padding.y], [btnbb.r + data.padding.y, btnbb.t + data.padding.y], data.color);
data.bb = btnbb;
post = posts.pop();
end(data);
};
mum.window = function (fn, data = {}) {
if (pre(data)) return;
render.rectangle(cursor, cursor.add(data.size), data.color);
cursor.y += data.height;
cursor = cursor.add(data.padding);
fn();
end(data);
};
mum.ex_hud = function () {
mum.label("TOP LEFT", { pos: [0, game.size.y], anchor: [0, 1] });
mum.label("BOTTOM LEFT", { pos: [0, 0], anchor: [0, 0] });
mum.label("TOP RIGHT", { pos: game.size, anchor: [1, 1] });
mum.label("BOTTOM RIGHT", { pos: [game.size.x, 0], anchor: [1, 0] });
};
mum.drawinput = undefined;
var ptext = "";
var panpan = {
draw() {
mum.rectangle({
pos: [0, 0],
anchor: [0, 0],
height: 20,
width: window.size.x,
padding: [10, 16],
color: Color.black,
});
mum.label("input level: ");
mum.label(ptext, { offset: [50, 0], color: Color.red });
},
inputs: {
block: true,
char(c) {
ptext += c;
},
enter() {
delete mum.drawinput;
player[0].uncontrol(panpan);
},
escape() {
delete mum.drawinput;
player[0].uncontrol(panpan);
},
backspace() {
ptext = ptext.slice(0, ptext.length - 1);
},
},
};
mum.textinput = function (fn, str = "") {
mum.drawinput = panpan.draw;
ptext = str;
player[0].control(panpan);
panpan.inputs.enter = function () {
fn(ptext);
delete mum.drawinput;
player[0].uncontrol(panpan);
};
};