build: add a format target and one shared editor config

The Lua modules were split between tabs and spaces because nothing pinned a
style; .editorconfig is what lua-language-server reads on save, so the editor
and the tree now agree. clang-format already had a config and left native/
unchanged. Embedded modules regenerate from the reformatted ui.lua.
This commit is contained in:
2026-08-04 13:19:58 -04:00
parent bf286eefa6
commit 291f0f20b5
8 changed files with 499 additions and 322 deletions
+30 -24
View File
@@ -7,39 +7,45 @@ local hints = {}
local ORDER = { "back", "left", "up", "down", "right", "confirm" }
local function available()
local roles = {}
if input and input.getButtons then
for _, role in ipairs(input.getButtons()) do roles[role] = true end
end
return roles
local roles = {}
if input and input.getButtons then
for _, role in ipairs(input.getButtons()) do
roles[role] = true
end
end
return roles
end
---Paints the labels this device can actually act on, and returns the height it used.
---@param actions table<string, string> Label per Button role; roles the device lacks are skipped.
---@param options table|nil `y`, `font`, `color`, and `background` overrides.
function hints.draw(actions, options)
options = options or {}
local font = options.font or gui.FONT_SMALL
local color = options.color or gui.color(0, 0, 0)
local background = options.background or gui.color(255, 255, 255)
local height = gui.getFontHeight(font) + 6
local y = options.y or (gui.getHeight() - height)
options = options or {}
local font = options.font or gui.FONT_SMALL
local color = options.color or gui.color(0, 0, 0)
local background = options.background or gui.color(255, 255, 255)
local height = gui.getFontHeight(font) + 6
local y = options.y or (gui.getHeight() - height)
local roles = available()
local labels = {}
for _, role in ipairs(ORDER) do
if roles[role] and actions[role] then labels[#labels + 1] = actions[role] end
end
local roles = available()
local labels = {}
for _, role in ipairs(ORDER) do
if roles[role] and actions[role] then
labels[#labels + 1] = actions[role]
end
end
gui.fillRect(0, y, gui.getWidth(), height, background)
if #labels == 0 then return height end
gui.fillRect(0, y, gui.getWidth(), height, background)
if #labels == 0 then
return height
end
local slot = gui.getWidth() // #labels
for index, label in ipairs(labels) do
local left = slot * (index - 1) + (slot - gui.getTextWidth(font, label)) // 2
gui.drawText(font, left, y + 3, label, color, gui.STYLE_NORMAL, background)
end
return height
local slot = gui.getWidth() // #labels
for index, label in ipairs(labels) do
local left = slot * (index - 1) + (slot - gui.getTextWidth(font, label)) // 2
gui.drawText(font, left, y + 3, label, color, gui.STYLE_NORMAL, background)
end
return height
end
return hints
+312 -233
View File
@@ -44,9 +44,9 @@ local ui = {}
local THEME_PATH = "/.lua/theme"
local THEMES = {
light = { background = { 255, 255, 255 }, color = { 0, 0, 0 }, accent = { 0, 120, 255 }, radius = 6 },
dark = { background = { 18, 18, 20 }, color = { 235, 235, 235 }, accent = { 166, 118, 255 }, radius = 6 },
mono = { background = { 255, 255, 255 }, color = { 0, 0, 0 }, accent = { 0, 0, 0 }, radius = 0 },
light = { background = { 255, 255, 255 }, color = { 0, 0, 0 }, accent = { 0, 120, 255 }, radius = 6 },
dark = { background = { 18, 18, 20 }, color = { 235, 235, 235 }, accent = { 166, 118, 255 }, radius = 6 },
mono = { background = { 255, 255, 255 }, color = { 0, 0, 0 }, accent = { 0, 0, 0 }, radius = 0 },
}
local enterHandlers, exitHandlers, clickHandlers, painters = {}, {}, {}, {}
@@ -59,124 +59,148 @@ local activeScreen
local applyPalette
local function mix(a, b, amount)
local out = {}
for i = 1, 3 do out[i] = math.floor(a[i] + (b[i] - a[i]) * amount + 0.5) end
return out
local out = {}
for i = 1, 3 do
out[i] = math.floor(a[i] + (b[i] - a[i]) * amount + 0.5)
end
return out
end
local function color(rgb)
return gui.color(rgb[1], rgb[2], rgb[3])
return gui.color(rgb[1], rgb[2], rgb[3])
end
local function palette(seed)
local background, foreground, accent = seed.background, seed.color, seed.accent
return {
background = color(background),
color = color(foreground),
muted = color(mix(foreground, background, 0.45)),
accent = color(accent),
disabled = color(mix(background, foreground, 0.25)),
face = color(mix(background, foreground, 0.08)),
pressedFace = color(accent),
pressedColor = color(background),
focusColor = color(accent),
radius = seed.radius,
}
local background, foreground, accent = seed.background, seed.color, seed.accent
return {
background = color(background),
color = color(foreground),
muted = color(mix(foreground, background, 0.45)),
accent = color(accent),
disabled = color(mix(background, foreground, 0.25)),
face = color(mix(background, foreground, 0.08)),
pressedFace = color(accent),
pressedColor = color(background),
focusColor = color(accent),
radius = seed.radius,
}
end
local function loadTheme(name)
themeName = THEMES[name] and name or "light"
ui.theme = palette(THEMES[themeName])
themeName = THEMES[name] and name or "light"
ui.theme = palette(THEMES[themeName])
end
---@return string
function ui.getTheme()
return themeName
return themeName
end
---@return string[]
function ui.themeNames()
local names = {}
for name in pairs(THEMES) do names[#names + 1] = name end
table.sort(names)
return names
local names = {}
for name in pairs(THEMES) do
names[#names + 1] = name
end
table.sort(names)
return names
end
---@param name string
---@return true? ok
---@return string? error
function ui.setTheme(name)
if not THEMES[name] then return nil, "Unknown theme" end
local ok, err = fs.writeFile(THEME_PATH, name)
if not ok then return nil, err end
loadTheme(name)
if activeScreen then
applyPalette(activeScreen.root)
gui.clear(ui.theme.background)
node.invalidate(activeScreen.root)
end
return true
if not THEMES[name] then
return nil, "Unknown theme"
end
local ok, err = fs.writeFile(THEME_PATH, name)
if not ok then
return nil, err
end
loadTheme(name)
if activeScreen then
applyPalette(activeScreen.root)
gui.clear(ui.theme.background)
node.invalidate(activeScreen.root)
end
return true
end
local savedTheme = fs.readFile(THEME_PATH, 32)
loadTheme(savedTheme and savedTheme:match("^%s*(.-)%s*$") or "light")
loadTheme(savedTheme and savedTheme:match "^%s*(.-)%s*$" or "light")
local function clearState()
enterHandlers, exitHandlers, clickHandlers, painters = {}, {}, {}, {}
pressStyles = {}
enterHandlers, exitHandlers, clickHandlers, painters = {}, {}, {}, {}
pressStyles = {}
end
node.setPainter(function(id, x, y, w, h)
local painter = painters[id]
if painter then painter(id, x, y, w, h) end
local painter = painters[id]
if painter then
painter(id, x, y, w, h)
end
end)
local STYLE_KEYS = {
"color", "fill", "border", "face", "pressedFace", "pressedColor",
"focusColor", "radius", "font", "textStyle",
"color",
"fill",
"border",
"face",
"pressedFace",
"pressedColor",
"focusColor",
"radius",
"font",
"textStyle",
}
local function applyStyle(id, spec)
local style, hasStyle = {}, false
for _, key in ipairs(STYLE_KEYS) do
if spec[key] ~= nil then
style[key], hasStyle = spec[key], true
end
end
if spec.background ~= nil then
style.background, style.fill, hasStyle = spec.background, spec.background, true
end
if hasStyle then node.setStyle(id, style) end
local style, hasStyle = {}, false
for _, key in ipairs(STYLE_KEYS) do
if spec[key] ~= nil then
style[key], hasStyle = spec[key], true
end
end
if spec.background ~= nil then
style.background, style.fill, hasStyle = spec.background, spec.background, true
end
if hasStyle then
node.setStyle(id, style)
end
end
local function build(spec, kind)
spec = spec or {}
if laidOut then ui.reset() end
spec = spec or {}
if laidOut then
ui.reset()
end
local children = {}
for index, child in ipairs(spec) do
children[index] = child
spec[index] = nil
end
local children = {}
for index, child in ipairs(spec) do
children[index] = child
spec[index] = nil
end
spec.type = kind
spec.interactive = spec.on_enter ~= nil or spec.on_exit ~= nil or spec.on_click ~= nil
local id = node.create(nil, spec)
for _, child in ipairs(children) do node.attach(id, child) end
spec.type = kind
spec.interactive = spec.on_enter ~= nil or spec.on_exit ~= nil or spec.on_click ~= nil
local id = node.create(nil, spec)
for _, child in ipairs(children) do
node.attach(id, child)
end
applyStyle(id, spec)
enterHandlers[id] = spec.on_enter
exitHandlers[id] = spec.on_exit
clickHandlers[id] = spec.on_click
painters[id] = spec.paint
pressStyles[id] = spec.press_style ~= false
return id
applyStyle(id, spec)
enterHandlers[id] = spec.on_enter
exitHandlers[id] = spec.on_exit
clickHandlers[id] = spec.on_click
painters[id] = spec.paint
pressStyles[id] = spec.press_style ~= false
return id
end
---@param spec UiSpec
---@return NodeId
function ui.box(spec)
return build(spec, "box")
return build(spec, "box")
end
---Side length for a grid of square cards that fits the frame, and the column count that
@@ -188,112 +212,123 @@ end
---@return integer side
---@return integer columns
function ui.cardSide(count, pad, gap, reserve)
local columns = gui.getWidth() >= gui.getHeight() and 3 or 2
local rows = math.ceil(count / columns)
local byWidth = (gui.getWidth() - 2 * pad - (columns - 1) * gap) // columns
local byHeight = (gui.getHeight() - 2 * pad - (reserve or 0) - (rows - 1) * gap) // rows
return math.min(byWidth, byHeight), columns
local columns = gui.getWidth() >= gui.getHeight() and 3 or 2
local rows = math.ceil(count / columns)
local byWidth = (gui.getWidth() - 2 * pad - (columns - 1) * gap) // columns
local byHeight = (gui.getHeight() - 2 * pad - (reserve or 0) - (rows - 1) * gap) // rows
return math.min(byWidth, byHeight), columns
end
---@param spec UiSpec
---@return NodeId
function ui.spacer(spec)
spec = spec or {}
return build({ w = spec.w, h = spec.h }, "box")
spec = spec or {}
return build({ w = spec.w, h = spec.h }, "box")
end
---@param text string
---@param spec? UiSpec
---@return NodeId
function ui.text(text, spec)
spec = spec or {}
spec.label = text
spec.textStyle, spec.style = spec.style, nil
return build(spec, "text")
spec = spec or {}
spec.label = text
spec.textStyle, spec.style = spec.style, nil
return build(spec, "text")
end
---@param text string
---@param spec? UiSpec
---@return NodeId
function ui.label(text, spec)
spec = spec or {}
local font, style = spec.font or gui.FONT_UI, spec.style or gui.STYLE_NORMAL
if spec.fit and gui.getTextWidth(font, text, style) > spec.fit then
while #text > 1 and gui.getTextWidth(font, text .. "~", style) > spec.fit do
text = text:sub(1, -2)
end
text = text .. "~"
end
spec.w = gui.getTextWidth(font, text, style)
spec.h = gui.getFontHeight(font, style)
spec.font, spec.fit = font, nil
return ui.text(text, spec)
spec = spec or {}
local font, style = spec.font or gui.FONT_UI, spec.style or gui.STYLE_NORMAL
if spec.fit and gui.getTextWidth(font, text, style) > spec.fit then
while #text > 1 and gui.getTextWidth(font, text .. "~", style) > spec.fit do
text = text:sub(1, -2)
end
text = text .. "~"
end
spec.w = gui.getTextWidth(font, text, style)
spec.h = gui.getFontHeight(font, style)
spec.font, spec.fit = font, nil
return ui.text(text, spec)
end
---@param spec UiSpec
---@return NodeId
function ui.button(spec)
spec = spec or {}
spec.pad = spec.pad or 8
spec.align = spec.align or "center"
local label, font = spec.label, spec.font
spec.label = nil
local id = build(spec, "button")
if label then node.create(id, { type = "text", label = label, font = font or gui.FONT_UI }) end
return id
spec = spec or {}
spec.pad = spec.pad or 8
spec.align = spec.align or "center"
local label, font = spec.label, spec.font
spec.label = nil
local id = build(spec, "button")
if label then
node.create(id, { type = "text", label = label, font = font or gui.FONT_UI })
end
return id
end
---@param spec UiSpec
---@return NodeId
function ui.custom(spec)
return build(spec, "custom")
return build(spec, "custom")
end
---@param id NodeId
---@param text string
function ui.setText(id, text)
if node.getLabel(id) == text then return end
node.setLabel(id, text)
node.invalidate(id)
if node.getLabel(id) == text then
return
end
node.setLabel(id, text)
node.invalidate(id)
end
---@param id NodeId
function ui.invalidate(id)
node.invalidate(id)
node.invalidate(id)
end
---@param spec UiConfirmSpec
---@return NodeId
function ui.confirm(spec)
local card = {
w = spec.w or 0.85,
pad = 16,
gap = 12,
background = spec.background or ui.theme.background,
border = spec.border or ui.theme.muted,
ui.text(spec.title),
}
if spec.message then card[#card + 1] = ui.text(spec.message, { color = ui.theme.muted }) end
local card = {
w = spec.w or 0.85,
pad = 16,
gap = 12,
background = spec.background or ui.theme.background,
border = spec.border or ui.theme.muted,
ui.text(spec.title),
}
if spec.message then
card[#card + 1] = ui.text(spec.message, { color = ui.theme.muted })
end
local buttons = { row = true, gap = 8, justify = "end" }
if spec.cancel ~= false then
buttons[#buttons + 1] = ui.button { label = spec.cancel or "cancel", on_click = spec.on_cancel }
end
buttons[#buttons + 1] = ui.button { label = spec.ok or "ok", on_click = spec.on_ok }
card[#card + 1] = ui.box(buttons)
local buttons = { row = true, gap = 8, justify = "end" }
if spec.cancel ~= false then
buttons[#buttons + 1] = ui.button { label = spec.cancel or "cancel", on_click = spec.on_cancel }
end
buttons[#buttons + 1] = ui.button { label = spec.ok or "ok", on_click = spec.on_ok }
card[#card + 1] = ui.box(buttons)
return ui.box {
at = { x = 0, y = 0 }, w = "fill", h = "fill", capture = true,
align = "center", justify = "center", on_click = spec.on_outside,
ui.box(card),
}
return ui.box {
at = { x = 0, y = 0 },
w = "fill",
h = "fill",
capture = true,
align = "center",
justify = "center",
on_click = spec.on_outside,
ui.box(card),
}
end
function ui.reset()
node.reset()
clearState()
laidOut = false
activeScreen = nil
node.reset()
clearState()
laidOut = false
activeScreen = nil
end
---@class UiScreen
@@ -301,159 +336,203 @@ local Screen = {}
Screen.__index = Screen
applyPalette = function(root)
-- The root is the panel background, not a card: no border, so it takes the fast fillRect
-- path rather than the per-pixel roundRect one. Radius stays so cards inherit it.
node.setStyle(root, {
color = ui.theme.color,
background = ui.theme.background,
face = ui.theme.face,
pressedFace = ui.theme.pressedFace,
pressedColor = ui.theme.pressedColor,
focusColor = ui.theme.focusColor,
radius = ui.theme.radius,
font = gui.FONT_UI,
})
-- The root is the panel background, not a card: no border, so it takes the fast fillRect
-- path rather than the per-pixel roundRect one. Radius stays so cards inherit it.
node.setStyle(root, {
color = ui.theme.color,
background = ui.theme.background,
face = ui.theme.face,
pressedFace = ui.theme.pressedFace,
pressedColor = ui.theme.pressedColor,
focusColor = ui.theme.focusColor,
radius = ui.theme.radius,
font = gui.FONT_UI,
})
end
---@param root NodeId
---@param style? NodeStyle
---@return UiScreen
function ui.screen(root, style)
node.setSize(root, "fill", "fill")
applyPalette(root)
if style then node.setStyle(root, style) end
local screen = setmetatable({ root = root }, Screen)
activeScreen = screen
screen:relayout()
return screen
node.setSize(root, "fill", "fill")
applyPalette(root)
if style then
node.setStyle(root, style)
end
local screen = setmetatable({ root = root }, Screen)
activeScreen = screen
screen:relayout()
return screen
end
function Screen:relayout()
local ok, err = node.layout(self.root, 0, 0, gui.getWidth(), gui.getHeight())
if not ok then error(err, 2) end
node.dropScratch()
laidOut = true
gui.clear(ui.theme.background)
local ok, err = node.layout(self.root, 0, 0, gui.getWidth(), gui.getHeight())
if not ok then
error(err, 2)
end
node.dropScratch()
laidOut = true
gui.clear(ui.theme.background)
end
function Screen:draw()
node.draw(self.root)
node.draw(self.root)
end
local function inside(id, x, y)
local rx, ry, rw, rh = node.getRect(id)
return x >= rx and x < rx + rw and y >= ry and y < ry + rh
local rx, ry, rw, rh = node.getRect(id)
return x >= rx and x < rx + rw and y >= ry and y < ry + rh
end
local function enter(id, x, y)
if pressStyles[id] then node.setPressed(id, true) end
local handler = enterHandlers[id]
if handler then handler(id, x, y) end
if pressStyles[id] then
node.setPressed(id, true)
end
local handler = enterHandlers[id]
if handler then
handler(id, x, y)
end
end
local function exit(id, x, y)
if pressStyles[id] then node.setPressed(id, false) end
local handler = exitHandlers[id]
if handler then handler(id, x, y) end
if pressStyles[id] then
node.setPressed(id, false)
end
local handler = exitHandlers[id]
if handler then
handler(id, x, y)
end
end
---@param x integer
---@param y integer
---@return boolean handled
function Screen:down(x, y)
local focused = node.getFocus()
if focused then
node.setFocus(nil)
local handler = exitHandlers[focused]
if handler then handler(focused) end
end
local focused = node.getFocus()
if focused then
node.setFocus(nil)
local handler = exitHandlers[focused]
if handler then
handler(focused)
end
end
local target = node.hit(self.root, x, y)
if not target then return false end
self.captured, self.inside = target, true
enter(target, x, y)
return true
local target = node.hit(self.root, x, y)
if not target then
return false
end
self.captured, self.inside = target, true
enter(target, x, y)
return true
end
---@param x integer
---@param y integer
---@return boolean handled
function Screen:move(x, y)
local target = self.captured
if not target then return false end
local isInside = inside(target, x, y)
if isInside ~= self.inside then
self.inside = isInside
if isInside then enter(target, x, y) else exit(target, x, y) end
end
return true
local target = self.captured
if not target then
return false
end
local isInside = inside(target, x, y)
if isInside ~= self.inside then
self.inside = isInside
if isInside then
enter(target, x, y)
else
exit(target, x, y)
end
end
return true
end
---@param x integer
---@param y integer
---@return boolean handled
function Screen:up(x, y)
local target = self.captured
if not target then return false end
local wasActive = self.inside
local releasedInside = inside(target, x, y)
local handler = releasedInside and clickHandlers[target] or nil
self.captured, self.inside = nil, nil
if wasActive then exit(target, x, y) end
if handler then handler(target, x, y) end
return true
local target = self.captured
if not target then
return false
end
local wasActive = self.inside
local releasedInside = inside(target, x, y)
local handler = releasedInside and clickHandlers[target] or nil
self.captured, self.inside = nil, nil
if wasActive then
exit(target, x, y)
end
if handler then
handler(target, x, y)
end
return true
end
local DIRECTIONS = { up = true, down = true, left = true, right = true }
local function focusFirst(screen)
local focused = node.focusFirst(screen.root)
if focused then
local handler = enterHandlers[focused]
if handler then handler(focused) end
end
return focused
local focused = node.focusFirst(screen.root)
if focused then
local handler = enterHandlers[focused]
if handler then
handler(focused)
end
end
return focused
end
---@param name string Button name; directions and confirm are handled.
---@param pressed boolean
---@return boolean handled
function Screen:button(name, pressed)
if type(pressed) ~= "boolean" then error("button state must be boolean", 2) end
if type(pressed) ~= "boolean" then
error("button state must be boolean", 2)
end
if DIRECTIONS[name] then
if not pressed then return true end
local previous = node.getFocus()
if not previous then
focusFirst(self)
return true
end
local focused = node.moveFocus(self.root, name)
if focused ~= previous then
local leave = exitHandlers[previous]
if leave then leave(previous) end
local arrive = enterHandlers[focused]
if arrive then arrive(focused) end
end
return true
end
if DIRECTIONS[name] then
if not pressed then
return true
end
local previous = node.getFocus()
if not previous then
focusFirst(self)
return true
end
local focused = node.moveFocus(self.root, name)
if focused ~= previous then
local leave = exitHandlers[previous]
if leave then
leave(previous)
end
local arrive = enterHandlers[focused]
if arrive then
arrive(focused)
end
end
return true
end
if name ~= "confirm" then return false end
local focused = node.getFocus() or focusFirst(self)
if not focused then return false end
if pressed then
node.setPressed(focused, true)
self.confirming = focused
else
local target = self.confirming
self.confirming = nil
if target then
node.setPressed(target, false)
local handler = clickHandlers[target]
if handler then handler(target) end
end
end
return true
if name ~= "confirm" then
return false
end
local focused = node.getFocus() or focusFirst(self)
if not focused then
return false
end
if pressed then
node.setPressed(focused, true)
self.confirming = focused
else
local target = self.confirming
self.confirming = nil
if target then
node.setPressed(target, false)
local handler = clickHandlers[target]
if handler then
handler(target)
end
end
end
return true
end
return ui
+31 -13
View File
@@ -1,25 +1,43 @@
package.path = "./lua/lib/?.lua;" .. package.path
local drawn = {}
local roles = {"confirm", "back", "right"}
local roles = { "confirm", "back", "right" }
gui = {
FONT_SMALL = 0,
STYLE_NORMAL = 0,
color = function(r, g, b) return r * 65536 + g * 256 + b end,
getWidth = function() return 300 end,
getHeight = function() return 240 end,
getFontHeight = function() return 8 end,
getTextWidth = function(_, text) return #text * 6 end,
fillRect = function(x, y, w, h) drawn.strip = {x, y, w, h} end,
drawText = function(_, x, _, text) drawn[#drawn + 1] = {text = text, x = x} end,
color = function(r, g, b)
return r * 65536 + g * 256 + b
end,
getWidth = function()
return 300
end,
getHeight = function()
return 240
end,
getFontHeight = function()
return 8
end,
getTextWidth = function(_, text)
return #text * 6
end,
fillRect = function(x, y, w, h)
drawn.strip = { x, y, w, h }
end,
drawText = function(_, x, _, text)
drawn[#drawn + 1] = { text = text, x = x }
end,
}
input = {getButtons = function() return roles end}
input = {
getButtons = function()
return roles
end,
}
local hints = require("hints")
local hints = require "hints"
local height = hints.draw({back = "Close", confirm = "Select", up = "Scroll"})
local height = hints.draw { back = "Close", confirm = "Select", up = "Scroll" }
assert(height == 14, "height covers the font plus padding")
assert(drawn.strip[2] == 226, "the strip sits at the bottom by default")
@@ -30,7 +48,7 @@ assert(drawn[1].x == 60 and drawn[2].x == 207, "each label centres in its slot")
drawn = {}
roles = {}
assert(hints.draw({confirm = "Select"}) == 14, "a device with no buttons still clears the strip")
assert(hints.draw { confirm = "Select" } == 14, "a device with no buttons still clears the strip")
assert(#drawn == 0 and drawn.strip, "nothing is labelled, but the strip is cleared")
print("ok")
print "ok"
+100 -49
View File
@@ -6,7 +6,9 @@ local cleared, invalidated = nil, {}
fs = {
readFile = function(path, maxBytes)
local value = files[path]
if value and #value > maxBytes then return nil, "too large" end
if value and #value > maxBytes then
return nil, "too large"
end
return value, value and nil or "missing"
end,
writeFile = function(path, value)
@@ -24,12 +26,24 @@ gui = {
FONT_LARGE = 3,
STYLE_NORMAL = 0,
STYLE_BOLD = 1,
color = function(r, g, b) return r * 65536 + g * 256 + b end,
getWidth = function() return frameWidth end,
getHeight = function() return frameHeight end,
getTextWidth = function(_, text) return #text * 6 end,
getFontHeight = function() return 8 end,
clear = function(color) cleared = color end,
color = function(r, g, b)
return r * 65536 + g * 256 + b
end,
getWidth = function()
return frameWidth
end,
getHeight = function()
return frameHeight
end,
getTextWidth = function(_, text)
return #text * 6
end,
getFontHeight = function()
return 8
end,
clear = function(color)
cleared = color
end,
}
local nodes, focus, painter = {}, nil, nil
@@ -38,7 +52,9 @@ local buttonCount = 0
local function interactiveNodes()
local result = {}
for id, entry in ipairs(nodes) do
if entry.interactive then result[#result + 1] = id end
if entry.interactive then
result[#result + 1] = id
end
end
return result
end
@@ -59,18 +75,24 @@ node = {
type = spec.type,
label = spec.label,
interactive = spec.interactive,
rect = {x, 0, 90, 50},
rect = { x, 0, 90, 50 },
pressed = false,
style = {},
}
return id
end,
attach = function(parent, child) nodes[child].parent = parent end,
attach = function(parent, child)
nodes[child].parent = parent
end,
setSize = function() end,
setStyle = function(id, style)
for key, value in pairs(style) do nodes[id].style[key] = value end
for key, value in pairs(style) do
nodes[id].style[key] = value
end
end,
layout = function()
return true
end,
layout = function() return true end,
dropScratch = function() end,
hit = function(_, x, y)
for _, id in ipairs(interactiveNodes()) do
@@ -80,17 +102,33 @@ node = {
end
end
end,
getRect = function(id) return table.unpack(nodes[id].rect) end,
setLabel = function(id, text) nodes[id].label = text end,
getLabel = function(id) return nodes[id].label end,
invalidate = function(id) invalidated[#invalidated + 1] = id end,
setPressed = function(id, pressed) nodes[id].pressed = pressed end,
isPressed = function(id) return nodes[id].pressed end,
setPainter = function(callback) painter = callback end,
getRect = function(id)
return table.unpack(nodes[id].rect)
end,
setLabel = function(id, text)
nodes[id].label = text
end,
getLabel = function(id)
return nodes[id].label
end,
invalidate = function(id)
invalidated[#invalidated + 1] = id
end,
setPressed = function(id, pressed)
nodes[id].pressed = pressed
end,
isPressed = function(id)
return nodes[id].pressed
end,
setPainter = function(callback)
painter = callback
end,
draw = function()
if painter then
for id, entry in ipairs(nodes) do
if entry.type == "custom" then painter(id, table.unpack(entry.rect)) end
if entry.type == "custom" then
painter(id, table.unpack(entry.rect))
end
end
end
end,
@@ -98,49 +136,58 @@ node = {
focus = interactiveNodes()[1]
return focus
end,
setFocus = function(id) focus = id end,
getFocus = function() return focus end,
setFocus = function(id)
focus = id
end,
getFocus = function()
return focus
end,
moveFocus = function(_, direction)
local items, current = interactiveNodes(), nil
for index, id in ipairs(items) do
if id == focus then current = index break end
if id == focus then
current = index
break
end
end
local step = (direction == "right" or direction == "down") and 1 or -1
local nextIndex = current and current + step or 1
if items[nextIndex] then focus = items[nextIndex] end
if items[nextIndex] then
focus = items[nextIndex]
end
return focus
end,
}
local ui = require("ui")
local ui = require "ui"
assert(ui.getTheme() == "light")
assert(table.concat(ui.themeNames(), ",") == "dark,light,mono")
local ok, err = ui.setTheme("missing")
local ok, err = ui.setTheme "missing"
assert(ok == nil and err == "Unknown theme")
assert(ui.setTheme("dark") == true)
assert(ui.setTheme "dark" == true)
assert(files["/.lua/theme"] == "dark" and ui.getTheme() == "dark")
local events = {}
local function handler(name)
return function(id, x, y)
events[#events + 1] = {name, id, x, y}
events[#events + 1] = { name, id, x, y }
end
end
local first = ui.button{
local first = ui.button {
label = "one",
on_enter = handler("enter"),
on_exit = handler("exit"),
on_click = handler("click"),
on_enter = handler "enter",
on_exit = handler "exit",
on_click = handler "click",
}
local second = ui.button{
local second = ui.button {
label = "two",
on_enter = handler("enter"),
on_exit = handler("exit"),
on_click = handler("click"),
on_enter = handler "enter",
on_exit = handler "exit",
on_click = handler "click",
}
local screen = ui.screen(ui.box{row = true, first, second})
local screen = ui.screen(ui.box { row = true, first, second })
assert(screen:down(10, 10))
assert(node.isPressed(first))
@@ -151,7 +198,7 @@ assert(node.isPressed(first))
assert(screen:up(10, 10))
assert(not node.isPressed(first))
local expectedTouch = {"enter", "exit", "enter", "exit", "click"}
local expectedTouch = { "enter", "exit", "enter", "exit", "click" }
for index, name in ipairs(expectedTouch) do
local event = events[index]
assert(event and event[1] == name and event[2] == first)
@@ -172,10 +219,10 @@ assert(not node.isPressed(second))
assert(screen:button("back", true) == false)
local expectedButtons = {
{"enter", first},
{"exit", first},
{"enter", second},
{"click", second},
{ "enter", first },
{ "exit", first },
{ "enter", second },
{ "click", second },
}
for index, expected in ipairs(expectedButtons) do
local event = events[index]
@@ -184,7 +231,7 @@ for index, expected in ipairs(expectedButtons) do
end
local before = #invalidated
assert(ui.setTheme("mono") == true)
assert(ui.setTheme "mono" == true)
assert(ui.getTheme() == "mono" and #invalidated == before + 1)
assert(cleared == ui.theme.background)
@@ -204,12 +251,16 @@ frameWidth, frameHeight = 320, 480
-- still is. Which node was hit is geometry, so the test names the target directly.
ui.reset()
local pressedCalls = {}
node.setPressed = function(_, on) pressedCalls[#pressedCalls + 1] = on end
local own = ui.custom{h = 20, press_style = false, on_click = function() end}
local styled = ui.button{h = 20, label = "ok", on_click = function() end}
local board = ui.screen(ui.box{own, styled})
node.setPressed = function(_, on)
pressedCalls[#pressedCalls + 1] = on
end
local own = ui.custom { h = 20, press_style = false, on_click = function() end }
local styled = ui.button { h = 20, label = "ok", on_click = function() end }
local board = ui.screen(ui.box { own, styled })
local target
node.hit = function() return target end
node.hit = function()
return target
end
target = own
board:down(0, 0)
@@ -220,4 +271,4 @@ target = styled
board:down(0, 0)
assert(pressedCalls[1] == true, "an ordinary widget still gets its pressed style")
print("ok")
print "ok"