Update options menu. Reorganize ui into proper folder. Add text input widget.

This commit is contained in:
wan-may 2023-09-05 23:24:25 -03:00
parent 8fedf05276
commit 4d084488f7
8 changed files with 250 additions and 118 deletions

View File

@ -7,4 +7,5 @@ return setmetatable({
["option_name"] = "Player Name",
["option_pron"] = "Player Pronouns",
["option_tint"] = "Player Colour",
["option_keybinds"] = "Edit Keybindings",
}, {__index = function( t, k ) return k end } )

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@ -1,108 +0,0 @@
local lg = assert( love.graphics )
local love = assert( love )
local scene = assert( require 'client.scene' )
local strings = assert( require 'client.assets.strings' )
local button = assert( require 'client.button' )
local menu = {}
local t = 0
local wWidth = 800
local wHeight = 600
local selectedButtonIdx = nil
local buttons =
{
button{
x = 15, w = 400, h = 50,
y = 115,
text = strings.option_name,
color = { 0.5, 0.7, 0.5, 1 },
callback = function() print("Adjust Name") end },
button{
x = 15, w = 400, h = 50,
y = 115 + 55,
text = strings.option_pron,
color = { 0.5, 0.7, 0.5, 1 },
callback = function() print("Adjust Name") end },
button{
x = 15, w = 400, h = 50,
y = 115 + 55 * 2,
text = strings.option_tint,
color = { 0.5, 0.7, 0.5, 1 },
callback = function() print("Adjust Colour") end },
button{
x = 15, w = 400, h = 50,
y = 115 + 55 * 3,
text = strings.mainmenu_button,
color = { 0.5, 0.7, 0.5, 1 },
callback = function() print("Adjust Name") return scene.mainmenu() end },
}
function menu.onLoad()
end
function menu.draw()
for id, button in pairs( buttons ) do button:draw( ) end
end
function menu.update( dt )
t = t + dt
end
function menu.resize( w, h )
wWidth, wHeight = w, h
end
function menu.mousemoved( x, y, dx, dy, istouch )
if selectedButtonIdx then
buttons[selectedButtonIdx].selected = false
selectedButtonIdx = nil
end
for id, menuButton in ipairs( buttons ) do
if menuButton:contains( x, y ) then
menuButton.selected = true
selectedButtonIdx = id
break
end
end
end
function menu.mousepressed( x, y, button, istouch, presses )
if not selectedButtonIdx then return end
local uiButton = buttons[selectedButtonIdx]
if uiButton:contains( x, y ) then return uiButton() end
end
function menu.keypressed( key, code, isrepeat )
if code == "escape" then
return scene.mainmenu()
end
if code == "return" and selectedButtonIdx then
return buttons[selectedButtonIdx]()
end
if code == "down" or code == "tab" or code == "up" then
local sbi = (selectedButtonIdx or 1)
buttons[sbi].selected = false
--Increment / decrement
sbi = sbi + ((code == "up") and -1 or 1)
if sbi > #buttons then sbi = 1 end
if sbi < 1 then sbi = #buttons end
--Assign
print( "selecting button: ", sbi )
selectedButtonIdx = sbi
buttons[selectedButtonIdx].selected = true
end
end
scene.options = menu
return menu

View File

@ -31,8 +31,6 @@ function button:draw( )
if self.selected then
lg.setColor( 1, 1, 1, 0.8 )
lg.rectangle( "fill", self.x + 3, self.y + 3, self.w - 6, self.h - 6, 10 )
else
lg.setColor( 0, 0, 0, 0.7 )
end
lg.setColor( 0, 0, 0, 0.7 )

View File

@ -2,7 +2,7 @@ local lg = assert( love.graphics )
local love = assert( love )
local scene = assert( require 'client.scene' )
local strings = assert( require 'client.assets.strings' )
local button = assert( require 'client.button' )
local button = assert( require 'client.ui.button' )
local menu = {}
local t = 0
@ -119,11 +119,9 @@ function menu.mousemoved( x, y, dx, dy, istouch )
if menuButton:contains( x, y ) then
menuButton.selected = true
selectedButtonIdx = id
break
return menu.paint()
end
end
return menu.paint()
end
function menu.mousepressed( x, y, button, istouch, presses )

174
src/client/ui/options.lua Normal file
View File

@ -0,0 +1,174 @@
local lg = assert( love.graphics )
local love = assert( love )
local scene = assert( require 'client.scene' )
local strings = assert( require 'client.assets.strings' )
local button = assert( require 'client.ui.button' )
local menu = {}
local t = 0
local wWidth = 800
local wHeight = 600
local canvas = lg.newCanvas()
local selectedButtonIdx = nil
local gradientQuad = lg.newMesh{
{ 0, 0, 0, 0, 0.4, 0.1, 0.4, 0.0 },
{ 1, 0, 1, 0, 0.8, 0.3, 0.1, 1.0 },
{ 1, 1, 1, 1, 0.7, 0.4, 0.1, 1.0 },
{ 0, 1, 0, 1, 0.4, 0.1, 0.3, 0.0 },
}
local buttons =
{
button{
x = 15, w = 400, h = 50,
y = 115,
text = strings.option_name,
color = { 0.5, 0.2, 0.2, 0.6 },
callback = function() print("Adjust Name") end },
button{
x = 15, w = 400, h = 50,
y = 115 + 55,
text = strings.option_pron,
color = { 0.5, 0.2, 0.4, 0.6 },
callback = function() print("Adjust Name") end },
button{
x = 15, w = 400, h = 50,
y = 115 + 55 * 2,
text = strings.option_tint,
color = { 0.5, 0.2, 0.6, 0.6 },
callback = function() print("Adjust Colour") end },
button{
x = 15, w = 400, h = 50,
y = 115 + 55 * 3,
text = strings.mainmenu_button,
color = { 0.5, 0.2, 0.8, 0.6 },
callback = function() print("Adjust Name") return scene.mainmenu() end },
button{
x = 15, w = 400, h = 50,
y = 115 + 55 * 4,
text = strings.keybinding_button,
color = { 0.8, 0.0, 0.4, 0.8 },
callback = function() end,
}
}
--[[local keybindButtons = {
button{
x = wWidth / 2, w = 400, h = 50
y = 115,
text = options:get( 'forward_key' ),
color = { 0.8, 0.0, 0.4, 0.8 },
callback = function() options:set( 'forward_key' ) end,
},
button{
x = wWidth / 2, w = 400, h = 50
y = 115,
text = strings.backward_key,
color = { 0.8, 0.0, 0.4, 0.8 },
callback = function() return setOption( 'backward_key' ) end,
}
}]]
function menu.onLoad()
lg.setNewFont( "client/assets/SitkaB.ttc", 28 )
return menu.resize( lg.getDimensions() )
end
function menu.draw()
lg.setCanvas()
lg.setColor( 1,1,1,1 )
lg.draw( canvas )
end
function menu.paint()
lg.setCanvas( canvas )
--bg
lg.setColor( 0.8, 0.6, 0.3, 1 )
lg.rectangle( "fill", 0, 0, wWidth, wHeight )
--buttons
for id, button in pairs( buttons ) do button:draw( ) end
--gradient
lg.setColor( 1, 1, 1, 1 )
lg.draw( gradientQuad, 0, 0, 0, wWidth, wHeight )
lg.setCanvas()
end
function menu.update( dt )
t = t + dt
end
function menu.resize( w, h )
wWidth, wHeight = w, h
canvas = lg.newCanvas()
for id, uiButton in pairs( buttons ) do
uiButton.w = wWidth
end
return menu.paint()
end
function menu.mousemoved( x, y, dx, dy, istouch )
if selectedButtonIdx then
buttons[selectedButtonIdx].selected = false
selectedButtonIdx = nil
end
for id, menuButton in ipairs( buttons ) do
if menuButton:contains( x, y ) then
menuButton.selected = true
selectedButtonIdx = id
return menu.paint()
end
end
end
function menu.mousepressed( x, y, button, istouch, presses )
if not selectedButtonIdx then return end
local uiButton = buttons[selectedButtonIdx]
if uiButton:contains( x, y ) then return uiButton() end
return menu.paint()
end
function menu.keypressed( key, code, isrepeat )
if code == "escape" then
return scene.mainmenu()
end
if code == "return" and selectedButtonIdx then
return buttons[selectedButtonIdx]()
end
if code == "down" or code == "tab" or code == "up" then
local sbi = (selectedButtonIdx or 1)
buttons[sbi].selected = false
--Increment / decrement
sbi = sbi + ((code == "up") and -1 or 1)
if sbi > #buttons then sbi = 1 end
if sbi < 1 then sbi = #buttons end
--Assign
print( "selecting button: ", sbi )
selectedButtonIdx = sbi
buttons[selectedButtonIdx].selected = true
end
return menu.paint()
end
scene.options = menu
return menu

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@ -0,0 +1,69 @@
local love = assert( love )
local lk = assert( love.keyboard )
local lg = assert( love.graphics )
local utf8 = assert( require 'utf8' )
local string = assert( string )
local _lt
local _lkp
local textInput = { }
local __mt = { __index = textInput }
local activeWidget
function textInput.new()
return setmetatable( {text = ""}, __mt )
end
--This is only called when a text input widget is active.
function textInput.keypressed(key, code, isRepeat)
assert( activeWidget )
if code == "escape" then return textInput.escape() end
if code == "return" then return textInput.return() end
local text = activeWidget.text
if code == "backspace" then
local byteoffset = utf8.offset(text, -1)
if byteoffset then
-- remove the last UTF-8 character.
-- string.sub operates on bytes rather than UTF-8 characters, so we couldn't do string.sub(text, 1, -2).
text = string.sub(text, 1, byteoffset - 1)
end
end
end
function textInput:draw()
lg.rectangle( )
lg.print(self.text, self.x or 0, self.y or 0)
end
function textInput:getText()
return self.text
end
function textInput.textInput( s )
activeWidget.text = activeWidget.text..s
end
function textInput:enable()
_lt = love.textinput
_lkp = love.keypressed
love.textinput = textInput.textInput
love.keypressed = textInput.keypressed
activeWidget = self
end
function textInput:clear()
end
function textInput.disable()
love.textinput = _lt
love.
end
return textInput

View File

@ -1,12 +1,12 @@
--Client starts here!
--Client starts here!
local shared = assert( require 'shared' )
local love = assert( love )
function love.load()
local scenes = assert( require 'client.scene' )
assert( require 'client.menu' )
assert( require 'client.browser' )
assert( require 'client.ui.menu' )
assert( require 'client.ui.browser' )
assert( require 'client.game' )
assert( require 'client.options' )
assert( require 'client.ui.options' )
scenes.mainmenu()
end