split ui into 2 files

This commit is contained in:
Ronja 2020-09-13 17:58:22 +02:00
parent c4ebdf3055
commit 4a116d5987
8 changed files with 355 additions and 193 deletions

View file

@ -11,7 +11,6 @@ names = [
"Lauren"
"Innes"
"Rami"
"Mao"
"Richard"
"Jules"
"Mercedes"

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@ -0,0 +1,89 @@
import "luxe: draw" for Draw, PathStyle
import "luxe: world" for Entity, Transform, UI, UIRenderMode
import "luxe: world" for UILayout, UILayoutBehave, UILayoutContain
import "luxe: ui/control" for Control
import "luxe: ui/panel" for UIPanel
import "luxe: ui/list" for UIList
import "luxe: ui/button" for UIButton
import "luxe: ui/image" for UIImage
import "luxe: assets" for Assets
import "luxe: ui/text" for UIText
import "luxe: render" for Material
import "globals" for Globals
import "blocks/ui/image_button" for ImageButton
import "math/observable" for Observable
import "blocks/ui/simple_text" for UISimpleText
import "blocks/ui" for Ui
class UiAdventure{
root{_root}
construct new(ent, ui){
_ent = ent
_ui = ui
setup()
}
setup(){
var ui_rect = Globals["UiRect"]
var game = Globals["Game"]
_root = Control.create(_ent)
Control.set_size(_root, ui_rect.width, ui_rect.height)
//list
var list = Control.create(_ent)
Control.child_add(_root, list)
Control.set_size(list, 0, 16)
UILayout.set_behave(_ent, list, UILayoutBehave.left | UILayoutBehave.right | UILayoutBehave.bottom)//|
UILayout.set_margin(_ent, list, 0, 0, 0, 0)
UILayout.set_contain(_ent, list, UILayoutContain.row | UILayoutContain.start) //|
var adventureButtons = Assets.image("assets/AdventureButtons")
var tiles = [10, 1]
var button
//back to info
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Info")
ImageButton.set_tile_uv(button, tiles, [1, 0])
ImageButton.set_state_change(button) { |data|
if(data["press"]){
_ui.ui_mode = Ui.Info
}
}
//abort
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Abort")
ImageButton.set_tile_uv(button, tiles, [0, 0])
//people
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "People")
ImageButton.set_tile_uv(button, tiles, [2, 0])
//stuff
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Stuff")
ImageButton.set_tile_uv(button, tiles, [4, 0])
//direction
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Direction")
ImageButton.set_tile_uv(button, tiles, [3, 0])
//go
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Depart")
ImageButton.set_tile_uv(button, tiles, [5, 0])
}
}

186
Luxe/blocks/info.wren Normal file
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@ -0,0 +1,186 @@
import "luxe: draw" for Draw, PathStyle
import "luxe: world" for Entity, Transform, UI, UIRenderMode
import "luxe: world" for UILayout, UILayoutBehave, UILayoutContain
import "luxe: ui/control" for Control
import "luxe: ui/panel" for UIPanel
import "luxe: ui/list" for UIList
import "luxe: ui/button" for UIButton
import "luxe: ui/image" for UIImage
import "luxe: assets" for Assets
import "luxe: ui/text" for UIText
import "luxe: render" for Material
import "globals" for Globals
import "blocks/ui/image_button" for ImageButton
import "math/observable" for Observable
import "math/stringUtil" for StringUtil
import "blocks/ui/simple_text" for UISimpleText
import "blocks/ui" for Ui
import "blocks/human/human" for Human
class UiInfo{
root{_root}
static human{"human"}
static diary{"diary"}
static resources{"resources"}
construct new(ent, ui){
_ent = ent
_ui = ui
_page = Observable.new(UiInfo.human)
setup()
}
setup(){
var ui_rect = Globals["UiRect"]
_root = Control.create(_ent)
UILayout.set_behave(_ent, _root, UILayoutBehave.fill)
UILayout.set_margin(_ent, _root, 0, 0, 0, 0)
toolbar()
human()
diary()
}
toolbar(){
var ui_rect = Globals["UiRect"]
//list
var list = Control.create(_ent)
Control.set_id(list, "info list")
Control.child_add(_root, list)
//make list span bottom area
UILayout.set_behave(_ent, list, UILayoutBehave.left | UILayoutBehave.right | UILayoutBehave.bottom) //|
UILayout.set_margin(_ent, list, 0, 0, 0, 0)
UILayout.set_contain(_ent, list, UILayoutContain.row | UILayoutContain.start) //|
Control.set_size(list, 16, 16)
var adventureButtons = Assets.image("assets/AdventureButtons")
var tiles = [10, 1]
var button
//plan adventure
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Adventure!")
ImageButton.set_tile_uv(button, tiles, [1, 0])
ImageButton.set_state_change(button) { |data|
if(data["press"]){
_ui.ui_mode = Ui.Planning
}
}
//info
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Stats")
ImageButton.set_tile_uv(button, tiles, [2, 0])
ImageButton.set_state_change(button) { |data|
if(data["press"]){
_page.value = UiInfo.human
}
}
//read diary
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Diary")
ImageButton.set_tile_uv(button, tiles, [1, 0])
ImageButton.set_state_change(button) { |data|
if(data["press"]){
_page.value = UiInfo.diary
}
}
//resources
button = _ui.list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Resources")
ImageButton.set_tile_uv(button, tiles, [4, 0])
ImageButton.set_state_change(button) { |data|
if(data["press"]){
_page.value = UiInfo.resources
}
}
}
human(){
var page = Control.create(_ent)
Control.child_add(_root, page)
UILayout.set_behave(_ent, page, UILayoutBehave.fill)
UILayout.set_margin(_ent, page, 0, 0, 0, 16)
_page.on_change(true){|val|
Control.set_visible(page, val == UiInfo.human)
}
var portrait = UIImage.create(_ent)
Control.set_size(portrait, 30, 46)
Control.set_id(portrait, "person info portrait")
Control.child_add(page, portrait)
UILayout.set_behave(_ent, portrait, UILayoutBehave.left | UILayoutBehave.top) //|
UILayout.set_margin(_ent, portrait, 1, 1, 0, 0)
var frame = UIImage.create(_ent)
UIImage.set_image(frame, Assets.image("assets/wip/Frame"))
Control.set_pos(frame, 1, 1)
Control.set_size(frame, 30, 46)
Control.set_id(frame, "person info frame")
Control.child_add(portrait, frame)
Globals["Game"].Focus.on_change(true) {|val|
//todo: more sophisticated portrait generation
UIImage.set_image(portrait, Assets.image("assets/wip/Portrait"))
UIImage.set_color(portrait, Human.get_color(val) || [0, 0, 0, 1])
}
var statBlock = Control.create(_ent)
Control.child_add(page, statBlock)
UILayout.set_behave(_ent, statBlock, UILayoutBehave.fill)
UILayout.set_margin(_ent, statBlock, 33, 1, 0, 16)
UILayout.set_contain(_ent, statBlock, UILayoutContain.column | UILayoutContain.start) //|
var name = UISimpleText.create(_ent)
Control.child_add(statBlock, name)
Control.set_id(name, "human name info")
Globals["Game"].Focus.on_change(true) {|val|
var name_string = Human.get_name(val) || "-"
UISimpleText.set_text(name, name_string)
}
var adventures = UISimpleText.create(_ent)
Control.child_add(statBlock, adventures)
Control.set_id(name, "human adventure count")
Globals["Game"].Focus.on_change(true) {|val|
var count = Human.get_adventure_count(val)
var text = count ? "Adventures: %(count)" : ""
UISimpleText.set_text(adventures, text)
}
}
diary(){
var page = Control.create(_ent)
Control.child_add(_root, page)
UILayout.set_behave(_ent, page, UILayoutBehave.fill)
UILayout.set_margin(_ent, page, 0, 0, 0, 16)
_page.on_change(true){|val|
Control.set_visible(page, val == UiInfo.diary)
}
var title = UISimpleText.create(_ent)
Control.child_add(page, title)
Control.set_id(title, "human name info")
UILayout.set_behave(_ent, title, UILayoutBehave.left | UILayoutBehave.top) //|
UILayout.set_margin(_ent, title, 1, 1, 0, 0)
Globals["Game"].Focus.on_change(true) {|val|
var name = Human.get_name(val)
var diary_title = name ? "%(StringUtil.possesive(name)) Diary" : "Diary"
UISimpleText.set_text(title, diary_title)
}
}
}

View file

@ -30,203 +30,36 @@ class Ui{
_ui_mode = Observable.new(Ui.Info)
_ui = Entity.create(app.ui, "UI Root")
_ent = Entity.create(app.ui, "UI Root")
UI.create(_ui, ui_rect.x, ui_rect.y, ui_rect.width, ui_rect.height, 0, app.ui_camera)
UI.set_render_mode(_ui, UIRenderMode.world)
UI.create(_ent, ui_rect.x, ui_rect.y, ui_rect.width, ui_rect.height, 0, app.ui_camera)
UI.set_render_mode(_ent, UIRenderMode.world)
var solid_mat = Material.create("luxe: material_basis/ui_solid")
var text_mat = Material.create("luxe: material_basis/ui_font")
//var text_mat = Material.create("shaders/pixel_text_ui")
UI.set_material_basis(_ui, "luxe: material_basis/ui_solid", "shaders/pixel_text_ui")
UI.set_material_basis(_ent, "luxe: material_basis/ui_solid", "shaders/pixel_text_ui")
UILayout.create(_ui)
UILayout.create(_ent)
_info = setup_info()
_planning = setup_planning()
_info = UiInfo.new(_ent, this)
_planning = UiAdventure.new(_ent, this)
_ui_mode.on_change(true) {|val|
Control.set_visible(_planning, val == Ui.Planning)
Control.set_visible(_info, val == Ui.Info)
UI.commit(_ui)
Control.set_visible(_planning.root, val == Ui.Planning)
Control.set_visible(_info.root, val == Ui.Info)
UI.commit(_ent)
}
game.Focus.on_change() {|val|
ui_mode = Ui.Info
}
UI.commit(_ui)
UILayout.commit(_ui)
}
setup_info(){
var ui_rect = Globals["UiRect"]
var root = Control.create(_ui)
UILayout.set_behave(_ui, root, UILayoutBehave.fill)
UILayout.set_margin(_ui, root, 0, 0, 0, 0)
setup_info_toolbar(root)
setup_info_human(root)
return root
}
setup_info_toolbar(root){
var ui_rect = Globals["UiRect"]
//list
var list = Control.create(_ui)
Control.set_id(list, "info list")
Control.child_add(root, list)
//make list span bottom area
UILayout.set_behave(_ui, list, UILayoutBehave.left | UILayoutBehave.right | UILayoutBehave.bottom)
UILayout.set_margin(_ui, list, 0, 0, 0, 0)
UILayout.set_contain(_ui, list, UILayoutContain.row | UILayoutContain.start)
Control.set_size(list, 16, 16)
var adventureButtons = Assets.image("assets/AdventureButtons")
var tiles = [10, 1]
var button
//plan adventure
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Adventure!")
ImageButton.set_tile_uv(button, tiles, [1, 0])
ImageButton.set_state_change(button) { |data|
if(data["press"]){
ui_mode = Ui.Planning
}
}
//info
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Stats")
ImageButton.set_tile_uv(button, tiles, [2, 0])
//read diary
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Diary")
ImageButton.set_tile_uv(button, tiles, [1, 0])
//resources
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Resources")
ImageButton.set_tile_uv(button, tiles, [4, 0])
}
setup_info_human(root){
var portrait = UIImage.create(_ui)
Control.set_pos(portrait, 1, 1)
Control.set_size(portrait, 30, 46)
Control.set_id(portrait, "person info portrait")
Control.child_add(root, portrait)
UILayout.set_behave(_ui, portrait, UILayoutBehave.left | UILayoutBehave.top)
UILayout.set_margin(_ui, portrait, 1, 1, 0, 0)
var frame = UIImage.create(_ui)
UIImage.set_image(frame, Assets.image("assets/wip/Frame"))
Control.set_pos(frame, 1, 1)
Control.set_size(frame, 30, 46)
Control.set_id(frame, "person info frame")
Control.child_add(portrait, frame)
Globals["Game"].Focus.on_change(true) {|val|
//todo: more sophisticated portrait generation
UIImage.set_image(portrait, Assets.image("assets/wip/Portrait"))
UIImage.set_color(portrait, Human.get_color(val) || [0, 0, 0, 1])
}
var statBlock = Control.create(_ui)
UILayout.set_behave(_ui, statBlock, UILayoutBehave.fill)
UILayout.set_margin(_ui, statBlock, 33, 1, 0, 16)
UILayout.set_contain(_ui, statBlock, UILayoutContain.column | UILayoutContain.start)
var name = UISimpleText.create(_ui)
Control.child_add(statBlock, name)
Control.set_id(name, "human name info")
Globals["Game"].Focus.on_change(true) {|val|
var name_string = Human.get_name(val) || "-"
UISimpleText.set_text(name, name_string)
}
var adventures = UISimpleText.create(_ui)
Control.child_add(statBlock, adventures)
Control.set_id(name, "human adventure count")
Globals["Game"].Focus.on_change(true) {|val|
var count = Human.get_adventure_count(val)
var text = count ? "Adventures: %(count)" : ""
UISimpleText.set_text(adventures, text)
}
}
setup_planning(){
var ui_rect = Globals["UiRect"]
var game = Globals["Game"]
var root = Control.create(_ui)
Control.set_size(root, ui_rect.width, ui_rect.height)
//list
var list = Control.create(_ui)
Control.child_add(root, list)
Control.set_size(list, 0, 16)
UILayout.set_behave(_ui, list, UILayoutBehave.left | UILayoutBehave.right | UILayoutBehave.bottom)
UILayout.set_margin(_ui, list, 0, 0, 0, 0)
UILayout.set_contain(_ui, list, UILayoutContain.row | UILayoutContain.start)
var adventureButtons = Assets.image("assets/AdventureButtons")
var tiles = [10, 1]
var button
//back to info
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Info")
ImageButton.set_tile_uv(button, tiles, [1, 0])
ImageButton.set_state_change(button) { |data|
if(data["press"]){
ui_mode = Ui.Info
}
}
//abort
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Abort")
ImageButton.set_tile_uv(button, tiles, [0, 0])
//people
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "People")
ImageButton.set_tile_uv(button, tiles, [2, 0])
//stuff
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Stuff")
ImageButton.set_tile_uv(button, tiles, [4, 0])
//direction
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Direction")
ImageButton.set_tile_uv(button, tiles, [3, 0])
//go
button = list_button(list)
UIImage.set_image(button, adventureButtons)
ImageButton.set_tooltip(button, "Depart")
ImageButton.set_tile_uv(button, tiles, [5, 0])
return root
UI.commit(_ent)
UILayout.commit(_ent)
}
list_button(parent){
var button = ImageButton.create(_ui)
var button = ImageButton.create(_ent)
Control.set_size(button, 16, 16)
Control.child_add(parent, button)
return button
@ -234,4 +67,6 @@ class Ui{
}
//this is behind the class def to make cyclic dependency happy lol
import "blocks/human/human" for Human
import "blocks/human/human" for Human
import "blocks/info" for UiInfo
import "blocks/adventure" for UiAdventure

View file

@ -17,22 +17,28 @@ class ImageButton{
Control.set_events(button) {|event|
var data = null
var string_type = ""
if(event.type == UIEvent.enter){
string_type = "enter"
data = Control.get_state_data(button)
data["hover"] = true
} else if(event.type == UIEvent.exit) {
string_type = "exit"
data = Control.get_state_data(button)
data["hover"] = false
data["press"] = false
} else if(event.type == UIEvent.press) {
string_type = "press"
data = Control.get_state_data(button)
data["press"] = true
} else if(event.type == UIEvent.release) {
string_type = "release"
data = Control.get_state_data(button)
data["press"] = false
}
if(data){
System.print(string_type + " " + data["tooltip"])
var func = data["state_change"]
if(func){
func.call(data, button)

View file

@ -51,8 +51,12 @@ class Event{
emit(arguments){
_listeners.each{|val|
Util.call_arg_list(val, arguments)
Util.call_arg_list(val.value, arguments)
}
_listenersOnce.each{|val|
Util.call_arg_list(val.value, arguments)
}
_listenersOnce.clear()
}
}

View file

@ -1,16 +1,14 @@
import "luxe: events" for Events
import "math/event" for Event
class Observable{
static on_change{"on_change"}
value{_value}
value=(v){
_event.emit(Observable.on_change, v)
_event.emit([v])
_value = v
}
value_no_update=(v){_value = v}
events{_event}
event{_event}
static new(value){
var variable = new()
@ -19,29 +17,29 @@ class Observable{
}
construct new(){
_event = Events.new()
_event = Event.new()
}
on_change(fn){
_event.listen(Observable.on_change, fn)
return _event.listen(fn)
}
on_change(initial, fn){
if(initial){
fn.call(value)
}
on_change(fn)
return on_change(fn)
}
not_on_change(fn){
_event.unlisten(Observable.on_change, fn)
_event.unlisten(fn)
}
on_not_null(fn){
if(value){
fn.call(value)
} else {
_event.once(Observable.on_change, fn)
_event.once(fn)
}
}
}

45
Luxe/math/stringUtil.wren Normal file
View file

@ -0,0 +1,45 @@
class StringUtil{
static possesive(string){
if(string.endsWith("s")){
return "%(string)'"
} else {
return "%(string)'s"
}
}
static plural(string){
if(string.endsWith("s")){
return "%(string)'"
} else {
return "%(string)s"
}
}
//todo: this doesnt cover all cases perfectly, add more
static a(string){
var firstChar = string[0]
if(isVowel(firstChar)){
return "an %(string)"
} else {
return "a %(string)"
}
}
static isVowel(char){
return "aeiou".contains(char)
}
//todo: do
static capitalize(string){
return string
}
//todo: ths ignores words that arent preceeded by a space like (this) or "this". maybe fix that?
static capitalize_all(string){
var words = string.split(" ")
words = words.map{|word| capitalize(word)}
return words.join(" ")
}
}