CabinGame/Luxe/blocks/ui/compass.wren

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import "luxe: ui/control" for Control
import "luxe: world" for UI, World, UIEvent
import "luxe: draw" for PathStyle
import "luxe: assets" for Assets
import "luxe: asset" for Asset
import "luxe: render" for Image
import "luxe: math" for Math
import "globals" for Globals
import "math/rect" for AABB
import "math/math" for M
import "blocks/debug" for DrawDebug
import "luxe: io" for IO
class UiCompass{
static font{Asset.font("assets/fonts/BabyBlocks")}
static size{8}
static create(ent){
var compass = Control.create(ent)
var style = PathStyle.new()
style.color = [1,1,1,1]
style.thickness = 2
Control.set_allow_input(compass, true)
Control.set_state_data(compass, {"angle": 0, "style": style, "pressed": false}) //angle is in degree tragically
Control.set_render(compass) {|control, state, x, y, w, h|
var depth = UI.draw_depth_of(control, 0)
var center = [x + w/2, y + h/2]
var image = Assets.image("assets/wip/Needle")
var ratio = Image.get_width(image) / Image.get_height(image)
var needleSize = [(Math.min(w, h) - 8) * ratio, (Math.min(w, h) - 8)]
var angle = state["angle"]
UI.draw_ring(control, center.x, center.y, depth, w/2, h/2, 0, 360, 8, state["style"])
UI.draw_image(control, center.x - needleSize.x/2, center.y-needleSize.y/2, depth, needleSize.x, needleSize.y,
angle, [1,1,1,1], [0, 0, 1, 1], image, true)
}
Control.set_process(compass){|control, state, event, x,y,w,h|
if(event.control != control) return
if(event.type == UIEvent.press){
var relative_pos = AABB.new(x, y, w, h).relative_pos([event.x, event.y])
var inside = M.length(relative_pos.map{|comp| comp - 0.5}) < 0.5
if(inside) {
state["pressed"] = true
UI.capture(control)
}
}
if(event.type == UIEvent.release){
state["pressed"] = false
UI.uncapture(control)
}
if((event.type == UIEvent.move || event.type == UIEvent.press) && state["pressed"]){
var center = [x + w/2, y + h/2]
var diff = [event.x - center.x, event.y - center.y]
var angle = Math.atan2(-diff.y, diff.x) - Num.tau / 4 //flip y because ui coordinates are different; shift by 1/4 circle constant to make up 0°
UI.events_emit(control, UIEvent.change, Math.degrees(angle))
}
}
return compass
}
static set_angle(con, angle){
var data = Control.get_state_data(con)
data["angle"] = angle % 360
}
static set_color(control, color){
var data = Control.get_state_data(control)
data["style"].color = color
}
}