first skeleton

This commit is contained in:
Ronja 2021-05-01 13:49:10 +02:00
commit 182709a531
9 changed files with 385 additions and 0 deletions

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.gitignore vendored Normal file
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*/.DS_Store
.DS_Store
.DS_Store?
*/thumbs.db
thumbs.db
.thumbs.db?
.luxe/
_luxe.data/
_luxe.deploy/
log.txt

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colorpicker.wren Normal file
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import "luxe: world" for Entity, UIClear
import "luxe: ui/control" for Control
import "luxe: ui/list" for UIList
import "luxe: ui/button" for UIButton
var Color_spaces = [
{
"name": "RGB",
"components": ["r", "g", "b"],
"componentsFull": ["Red", "Green", "Blue"],
},
{
"name": "HSV",
"components": ["h", "s", "v"],
"componentsFull": ["Hue", "Saturation", "Value"],
},
{
"name": "HSL",
"components": ["h", "s", "l"],
"componentsFull": ["Hue", "Saturation", "Lightness"],
},
{
"name": "Oklab",
"components": ["L", "a", "b"],
"componentsFull": ["Lightness", "red/green", "blue/yellow"],
}
]
var Modes = [
//I wanted to do unicode icons but it doesnt render with the current font
{
"name": "Triangle",
"icon": "tri", //▲
},
{
"name": "Square",
"icon": "box", //■
},
{
"name": "Circle",
"icon": "round" //●
}
]
class ColorPicker{
static create(ui: Entity) : Control{
//setup root
var root = Control.create(ui)
Control.set_size(root, 350, 400)
//setup colorspace buttons
//todo: this should be a dropdown???
var colorspace_list = UIList.create(ui) //could use naked control but logically its a list?
Control.child_add(root, colorspace_list)
//base button size is 92x32 btw
var space_button_height = 30
var space_button_width = 50
for(i in 0...Color_spaces.count){
var space = Color_spaces[i]
var colorspace_button = UIButton.create(ui)
Control.set_size(colorspace_button, space_button_width, space_button_height)
UIList.add(colorspace_list, colorspace_button)
UIButton.set_text(colorspace_button, space["name"])
Control.set_pos(colorspace_button, i * space_button_width, 0) //manually set position
//todo: add event to actually do stuff here
}
Control.set_size(colorspace_list, Control.get_width(root).min(space_button_width * Color_spaces.count), space_button_height)
//UIList.refresh(colorspace_list) //uilist can only do vertical ordering so far :(
//setup uimode buttons
//todo: this should be a dropdown???
var mode_list = UIList.create(ui)
Control.child_add(root, mode_list)
Control.set_pos(mode_list, 0, space_button_height)
//base button size is 92x32 btw
var mode_button_height = 30
var mode_button_width = 50
for(i in 0...Modes.count){
var mode = Modes[i]
var mode_button = UIButton.create(ui)
Control.set_size(mode_button, mode_button_width, mode_button_height)
UIList.add(mode_list, mode_button)
UIButton.set_text(mode_button, mode["icon"])
Control.set_pos(mode_button, i * mode_button_width, 0) //manually set position
//todo: add event to actually do stuff here
}
Control.set_size(mode_list, Control.get_width(root).min(mode_button_width * Modes.count), mode_button_height)
//setup main editor
var main_editor_root = Control.create(ui)
Control.child_add(root, main_editor_root)
Control.set_size(main_editor_root, 200, 200)
Control.set_pos(main_editor_root, 0, mode_button_height + space_button_height)
//todo: configurable default editor
build_triangle_editor(ui, main_editor_root)
//setup sliders
var sliders_root = Control.create(ui)
Control.child_add(root, sliders_root)
Control.set_size(sliders_root, 300, 140)
Control.set_pos(sliders_root, 0, mode_button_height + space_button_height + 200)
//setup text input/output
var text_io_root = Control.create(ui)
Control.child_add(root, text_io_root)
Control.set_size(text_io_root, 150, 100)
Control.set_pos(text_io_root, 200, 160)
//setup preview field (old => new)
var preview_root = Control.create(ui)
Control.child_add(root, preview_root)
Control.set_size(preview_root, 150, 100)
Control.set_pos(preview_root, 200, 60)
//other stuff? gamma/linear? scene color pick? range toggle (0-1/0-255)? HDR??
//todo
return root
}
static build_triangle_editor(ui: Entity, root: Control){
Control.clear(root, UIClear.destroy)
}
static build_square_editor(ui: Entity, root: Control){
Control.clear(root, UIClear.destroy)
}
static build_circle_editor(ui: Entity, root: Control){
Control.clear(root, UIClear.destroy)
}
}

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game.wren Normal file
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import "luxe: game" for Ready
import "luxe: assets" for Assets
import "luxe: input" for Input, Key
import "luxe: world" for World, Entity, Transform, Sprite, Values, Tags, Camera, UI
import "luxe: math" for Math
import "luxe: draw" for Draw
import "luxe: io" for IO
import "luxe: ui/control" for Control
import "outline/app" for App
import "colorpicker" for ColorPicker
class Game is Ready {
construct ready() {
super("ready!")
app = App.new()
app.color.r = app.color.g = app.color.b = 0.7
System.print("render size: %(app.width) x %(app.height) @ %(app.scale)x")
_logo = Entity.create(app.world, "sprite")
Transform.create(_logo)
Transform.set_pos(_logo, app.width/2, app.height/2, 0)
Sprite.create(_logo, Assets.material("luxe: material/logo"), 128, 128)
var ui = Entity.create(app.ui, "ui")
UI.create(ui, 0, 0, app.width, app.height, 0, app.ui_camera)
var picker = ColorPicker.create(ui)
Control.set_pos(picker, 100, 100)
} //ready
tick(delta) {
var pos = Camera.screen_point_to_world(app.camera, Input.mouse_x(), Input.mouse_y())
Transform.set_pos(_logo, pos.x, pos.y, 0)
if(Input.key_state_released(Key.escape)) {
IO.shutdown()
}
//app.color.r = app.color.g = app.color.b = (IO.timestamp()/20 % 1)
} //tick
destroy() {
System.print("unready!")
app.destroy()
} //destroy
app { _app }
app=(v) { _app=v }
} //Game

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outline/app.wren Normal file
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import "luxe: world" for World, Camera, Entity, Transform
import "luxe: render" for Render
import "luxe: game" for Frame
class App {
world { _world }
ui { _ui_world }
camera { _camera }
ui_camera { _ui_camera }
color { _color }
color=(v) { _color = v }
width { Render.window_w() }
height { Render.window_h() }
scale { Render.drawable_ratio() }
construct new() {
_color = [1,1,1,1]
//create worlds
_world = World.create("game")
_ui_world = World.create("ui")
//create cameras
_camera = Entity.create(_world, "app.camera")
Transform.create(_camera)
Camera.create(_camera)
Camera.set_default(_world, _camera)
_ui_camera = Entity.create(_ui_world, "app.ui_camera")
Transform.create(_ui_camera)
Camera.create(_ui_camera)
Camera.set_default(_ui_world, _ui_camera)
//update our worlds
Frame.on(Frame.sim) {|delta|
World.tick(_world, delta)
World.tick(_ui_world, delta)
}
//render our worlds
Frame.on(Frame.visual) {|delta|
World.render(_world, _camera, "game", {"clear_color":_color})
World.render(_ui_world, _ui_camera, "ui")
}
} //new
destroy() {
//destroy cameras
Camera.destroy(_camera)
Camera.destroy(_ui_camera)
Entity.destroy(_camera)
Entity.destroy(_ui_camera)
//destroy worlds
World.destroy(_ui_world)
World.destroy(_world)
} //destroy
} //

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outline/inputs.input.lx Normal file
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input = {
nodes = [
{ name = "ui" where = "front" channels = ["c01"] }
{ name = "game" where = "after: ui" channels = ["c02"] }
]
map = {
left = { keys = ["key_a", "left"] }
right = { keys = ["key_d", "right"] }
up = { keys = ["key_w", "up"] }
down = { keys = ["key_s", "down"] }
jump = {
keys = ["key_x", "up", "key_w", "space"]
mouse = ["left"]
gamepad = [0]
}
next = {
keys = ["key_x", "up", "key_w", "space", "enter", "escape"]
mouse = ["left", "right"]
}
}
}

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outline/renderer.wren Normal file
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import "luxe: render" for Render, RenderLayerDesc, PassLayerDesc, LoadAction
import "luxe: render" for SortType, ImageDesc, ImageType, PixelFormat
class Renderer {
construct new() {
System.print("game / render / init / ok")
} //new
ready() {
}
tick(delta) {
}
render_path(ctx) {
if(ctx.path == "game") {
game_render_path(ctx)
} else if(ctx.path == "ui") {
ui_render_path(ctx)
}
} //render_path
game_render_path(ctx) {
var layer = RenderLayerDesc.new()
layer.dest.color[0].clear_color = ctx.get("clear_color", [1,1,1,1])
layer.dest.color[0].load_action = LoadAction.clear
layer.dest.depth.load_action = LoadAction.clear
ctx.layer_render("default", layer)
} //game_render_path
ui_render_path(ctx) {
var layer = RenderLayerDesc.new()
layer.dest.color[0].load_action = LoadAction.dont_care
layer.dest.depth.load_action = LoadAction.clear
ctx.layer_render("default", layer)
} //ui_render_path
} //Renderer

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engine = {
input.entry = "outline/inputs"
runtime = {
window = {
width = 960
height = 640
resizable = false
fullscreen = false
}
}
render = {
antialiasing = 2
stencil = 8
depth = 24
}
ui.debug_vis = true
}

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project.luxe Normal file
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import "luxe: project" for Entry
class Project is Entry {
construct entry(target) {
name = "ColorPicker"
version = "0.0.1"
renderer = "outline/renderer"
settings = "outline/settings"
} //new
} //Project

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project.modules.lx Normal file
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modules = {
luxe = "2021.0.2"
} //modules