2046938d32
Drag, flick and tap-vs-scroll now live on the scrollX/scrollY flag in ui.lua, so any scroll box pans with no app code. tree.hit returns the deepest node by geometry and dispatch bubbles to the nearest handler, dropping the now-unused CAPTURE flag. keyboard moves in as ui.keyboard, and embed compiles nested lib dirs to dotted module names.
737 lines
21 KiB
Lua
737 lines
21 KiB
Lua
local ui = {}
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---@alias UiHandler fun(id: NodeId, x?: integer, y?: integer)
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---@class UiSpec
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---@field [integer] NodeId Child nodes.
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---@field w? number|"fill"|"auto"
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---@field h? number|"fill"|"auto"
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---@field pad? number
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---@field gap? number
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---@field align? "start"|"center"|"end"|"stretch"
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---@field justify? "start"|"center"|"end"|"between"
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---@field row? boolean
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---@field at? table
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---@field label? string
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---@field font? GuiFont
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---@field style? GuiTextStyle
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---@field fit? integer Maximum label width.
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---@field background? GuiColor
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---@field face? GuiColor
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---@field pressedFace? GuiColor
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---@field pressedColor? GuiColor
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---@field focusColor? GuiColor
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---@field focusWidth? integer
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---@field textStyle? GuiTextStyle
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---@field on_enter? UiHandler
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---@field on_exit? UiHandler
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---@field on_click? UiHandler
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---@field paint? fun(id: NodeId, x: integer, y: integer, w: integer, h: integer, clipX: integer, clipY: integer, clipW: integer, clipH: integer)
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---@field press_style? boolean False for a widget that paints its own press feedback.
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---@field scrollX? boolean Children measure unbounded across, and the box pans horizontally.
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---@field scrollY? boolean Children measure unbounded down, and the box pans vertically.
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---@class UiConfirmSpec
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---@field title string
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---@field message? string
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---@field ok? string
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---@field cancel? string|false
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---@field w? number
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---@field background? GuiColor
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---@field border? GuiColor
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---@field on_ok? UiHandler
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---@field on_cancel? UiHandler
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---@field on_outside? UiHandler
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local THEMES = {
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light = { background = { 255, 255, 255 }, color = { 0, 0, 0 }, accent = { 0, 120, 255 }, radius = 6 },
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dark = { background = { 18, 18, 20 }, color = { 235, 235, 235 }, accent = { 166, 118, 255 }, radius = 6 },
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mono = { background = { 255, 255, 255 }, color = { 0, 0, 0 }, accent = { 0, 0, 0 }, radius = 0 },
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}
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local enterHandlers, exitHandlers, clickHandlers, painters = {}, {}, {}, {}
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-- A widget that paints its own press feedback opts out, so pressing one key does not
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-- repaint the whole node the way a pressed style would.
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local pressStyles = {}
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local laidOut = false
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local themeName
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-- One tree per state, built by the function ui.mount() was given. Rebuilding is
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-- cheap enough that nothing is retained between screens.
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local builder, root, responder, insideResponder, confirming
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local inset = 0
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local applyPalette
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-- Scroll gestures live in the tree, not the app: a drag on any scrollX/scrollY box pans it,
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-- a flick coasts, and a child button's tap is suppressed once the drag passes SLOP. C++ owns
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-- only the clamped offset (setScroll/getScroll); the momentum and the tap-vs-pan decision are
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-- here, keyed by node so every scrollable box gets them for free.
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local SCROLL_SLOP = 8
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local SCROLL_DECAY = 0.02
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local SCROLL_STOP = 8
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-- id -> {x=bool, y=bool}: which axes a box pans. Recorded at build, cleared on reset.
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local scrollNodes = {}
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-- id -> {sx, sy, vx, vy}: pan offset (float, floored into setScroll) and flick velocity.
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local scrollState = {}
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-- Set of ids still coasting, iterated each draw until they settle.
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local flinging = {}
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-- Per-gesture bookkeeping: the box being panned once past SLOP, and the raw drag deltas.
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local panning, scrollAncestor, dragged
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local downX, downY, lastX, lastY, pendingX, pendingY
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local function mix(a, b, amount)
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local out = {}
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for i = 1, 3 do
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out[i] = math.floor(a[i] + (b[i] - a[i]) * amount + 0.5)
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end
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return out
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end
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local function color(rgb)
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return screen.color(rgb[1], rgb[2], rgb[3])
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end
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local function palette(seed)
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local background, foreground, accent = seed.background, seed.color, seed.accent
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return {
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background = color(background),
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color = color(foreground),
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muted = color(mix(foreground, background, 0.45)),
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accent = color(accent),
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disabled = color(mix(background, foreground, 0.25)),
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face = color(mix(background, foreground, 0.08)),
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pressedFace = color(accent),
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pressedColor = color(background),
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focusColor = color(accent),
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radius = seed.radius,
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}
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end
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local function loadTheme(name)
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themeName = THEMES[name] and name or "light"
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ui.theme = palette(THEMES[themeName])
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end
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---@return string
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function ui.getTheme()
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return themeName
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end
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---@return string[]
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function ui.themeNames()
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local names = {}
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for name in pairs(THEMES) do
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names[#names + 1] = name
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end
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table.sort(names)
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return names
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end
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---@param name string
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---@return true? ok
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---@return string? error
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function ui.setTheme(name)
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if not THEMES[name] then
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return nil, "Unknown theme"
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end
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local ok, err = screen.setTheme(name)
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if not ok then
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return nil, err
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end
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loadTheme(name)
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if root then
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applyPalette(root)
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screen.clear(ui.theme.background)
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tree.invalidate(root)
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end
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return true
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end
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loadTheme(screen.getTheme())
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local function clearState()
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enterHandlers, exitHandlers, clickHandlers, painters = {}, {}, {}, {}
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pressStyles = {}
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end
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-- The clip is the slice of the node being repainted now, which for a composited repaint is
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-- one band. A painter that ignores it still draws correctly; one that culls to it stops
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-- redrawing its whole contents once per band it spans.
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tree.setPainter(function(id, x, y, w, h, clipX, clipY, clipW, clipH)
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local painter = painters[id]
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if painter then
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painter(id, x, y, w, h, clipX, clipY, clipW, clipH)
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end
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end)
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local STYLE_KEYS = {
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"color",
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"fill",
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"border",
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"face",
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"pressedFace",
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"pressedColor",
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"focusColor",
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"radius",
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"font",
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"textStyle",
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}
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local function applyStyle(id, spec)
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local style, hasStyle = {}, false
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for _, key in ipairs(STYLE_KEYS) do
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if spec[key] ~= nil then
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style[key], hasStyle = spec[key], true
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end
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end
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if spec.background ~= nil then
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style.background, style.fill, hasStyle = spec.background, spec.background, true
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end
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if hasStyle then
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tree.setStyle(id, style)
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end
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end
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local function build(spec, kind)
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spec = spec or {}
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-- Nodes outside a build would reset the arena under the screen already on the
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-- panel, chrome included. Rebuilding is the only way to change one.
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if laidOut then
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error("build nodes from the function ui.mount() was given, then ui.rebuild()", 3)
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end
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local children = {}
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for index, child in ipairs(spec) do
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children[index] = child
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spec[index] = nil
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end
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spec.type = kind
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spec.interactive = spec.on_enter ~= nil or spec.on_exit ~= nil or spec.on_click ~= nil
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local id = tree.create(nil, spec)
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for _, child in ipairs(children) do
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tree.attach(id, child)
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end
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applyStyle(id, spec)
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enterHandlers[id] = spec.on_enter
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exitHandlers[id] = spec.on_exit
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clickHandlers[id] = spec.on_click
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painters[id] = spec.paint
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pressStyles[id] = spec.press_style ~= false
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if spec.scrollX or spec.scrollY then
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scrollNodes[id] = { x = spec.scrollX == true, y = spec.scrollY == true }
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scrollState[id] = { sx = 0, sy = 0, vx = 0, vy = 0 }
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end
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return id
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end
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---@param spec UiSpec
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---@return NodeId
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function ui.box(spec)
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return build(spec, "box")
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end
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---Side length for a grid of square cards that fits the frame, and the column count that
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---produced it. Landscape gets a wider grid, so the same screen reflows on rotation.
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---@param count integer Cards to place.
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---@param pad integer Padding outside the grid.
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---@param gap integer Gap between cards.
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---@param reserve? integer Height to leave free below the grid.
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---@return integer side
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---@return integer columns
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function ui.cardSide(count, pad, gap, reserve)
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local width, height = ui.frame()
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local columns = width >= height and 3 or 2
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local rows = math.ceil(count / columns)
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local byWidth = (width - 2 * pad - (columns - 1) * gap) // columns
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local byHeight = (height - 2 * pad - (reserve or 0) - (rows - 1) * gap) // rows
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return math.min(byWidth, byHeight), columns
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end
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---How much of the panel chrome took before the app was built. Set by whatever mounts the
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---tree, because layout has not run yet when an app sizes itself.
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---@param px integer
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function ui.setInset(px)
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inset = px
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end
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---The box the app is built into, which is the panel minus the chrome above it.
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---@return integer w
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---@return integer h
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function ui.frame()
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return screen.getWidth(), screen.getHeight() - inset
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end
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---@param spec UiSpec
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---@return NodeId
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function ui.spacer(spec)
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spec = spec or {}
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return build({ w = spec.w, h = spec.h }, "box")
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end
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---@param text string
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---@param spec? UiSpec
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---@return NodeId
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function ui.text(text, spec)
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spec = spec or {}
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spec.label = text
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spec.textStyle, spec.style = spec.style, nil
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return build(spec, "text")
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end
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---@param text string
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---@param spec? UiSpec
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---@return NodeId
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function ui.label(text, spec)
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spec = spec or {}
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local font, style = spec.font or screen.FONT_UI, spec.style or screen.STYLE_NORMAL
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if spec.fit and screen.getTextWidth(font, text, style) > spec.fit then
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while #text > 1 and screen.getTextWidth(font, text .. "~", style) > spec.fit do
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text = text:sub(1, -2)
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end
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text = text .. "~"
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end
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spec.w = screen.getTextWidth(font, text, style)
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spec.h = screen.getFontHeight(font, style)
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spec.font, spec.fit = font, nil
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return ui.text(text, spec)
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end
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---@param spec UiSpec
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---@return NodeId
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function ui.button(spec)
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spec = spec or {}
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spec.pad = spec.pad or 8
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spec.align = spec.align or "center"
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local label, font = spec.label, spec.font
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spec.label = nil
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local id = build(spec, "button")
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if label then
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tree.create(id, { type = "text", label = label, font = font or screen.FONT_UI })
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end
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return id
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end
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---@param spec UiSpec
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---@return NodeId
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function ui.custom(spec)
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return build(spec, "custom")
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end
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---@param id NodeId
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---@param text string
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function ui.setText(id, text)
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if tree.getLabel(id) == text then
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return
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end
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tree.setLabel(id, text)
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tree.invalidate(id)
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end
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---@param id NodeId
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function ui.invalidate(id)
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tree.invalidate(id)
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end
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---Pans a scrollable node, clamped to its content. The node is marked dirty, so the next
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---ui.draw() repaints it -- there is nothing for the app to draw and no handle to refresh,
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---which is the whole point of scrolling in the tree rather than in a painter.
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---@param id NodeId
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---@param x integer
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---@param y integer
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function ui.setScroll(id, x, y)
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tree.setScroll(id, x, y)
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end
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---@param id NodeId
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---@return integer x, integer y
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function ui.getScroll(id)
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return tree.getScroll(id)
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end
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---How far each axis can pan. Zero on an axis whose content already fits.
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---@param id NodeId
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---@return integer maxX, integer maxY
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function ui.getScrollRange(id)
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return tree.getScrollRange(id)
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end
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---@param spec UiConfirmSpec
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---@return NodeId
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function ui.confirm(spec)
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local card = {
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w = spec.w or 0.85,
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pad = 16,
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gap = 12,
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background = spec.background or ui.theme.background,
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border = spec.border or ui.theme.muted,
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ui.text(spec.title),
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}
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if spec.message then
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card[#card + 1] = ui.text(spec.message, { color = ui.theme.muted })
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end
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local buttons = { row = true, gap = 8, justify = "end" }
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if spec.cancel ~= false then
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buttons[#buttons + 1] = ui.button { label = spec.cancel or "cancel", on_click = spec.on_cancel }
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end
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buttons[#buttons + 1] = ui.button { label = spec.ok or "ok", on_click = spec.on_ok }
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card[#card + 1] = ui.box(buttons)
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return ui.box {
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at = { x = 0, y = 0 },
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w = "fill",
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h = "fill",
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-- A full-bleed layer painted last: hit-testing returns the topmost node, so taps on the
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-- dim area land here and cannot reach the content beneath. on_outside handles them; with
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-- none, they die at the root -- which is what makes the dialog modal.
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align = "center",
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justify = "center",
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on_click = spec.on_outside,
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ui.box(card),
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}
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end
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function ui.reset()
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tree.reset()
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clearState()
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laidOut = false
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root, responder, insideResponder, confirming = nil, nil, nil, nil
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scrollNodes, scrollState, flinging = {}, {}, {}
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panning, scrollAncestor, dragged = nil, nil, false
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end
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applyPalette = function(root)
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-- The root is the panel background, not a card: no border, so it takes the fast fillRect
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-- path rather than the per-pixel roundRect one. Radius stays so cards inherit it.
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tree.setStyle(root, {
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color = ui.theme.color,
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background = ui.theme.background,
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face = ui.theme.face,
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pressedFace = ui.theme.pressedFace,
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pressedColor = ui.theme.pressedColor,
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focusColor = ui.theme.focusColor,
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radius = ui.theme.radius,
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font = screen.FONT_UI,
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})
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end
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---Registers the function that builds the whole tree and shows what it returns.
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---@param fn fun(): NodeId
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function ui.mount(fn)
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builder = fn
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ui.rebuild()
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end
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---Rebuilds the tree from scratch and repaints. Screens are not retained, so this
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---is how a screen changes, a rotation is answered and a dialog opens.
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function ui.rebuild()
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ui.reset()
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root = builder()
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tree.setSize(root, "fill", "fill")
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applyPalette(root)
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local ok, err = tree.layout(root, 0, 0, screen.getWidth(), screen.getHeight())
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if not ok then
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error(err, 2)
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end
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tree.dropScratch()
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laidOut = true
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screen.clear(ui.theme.background)
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tree.draw(root)
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-- A build allocates a spec table per node and drops them all here, and the next thing an
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-- app does may be the one that needs a contiguous WiFi buffer. Collecting now costs a few
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-- milliseconds on a screen change nobody can see, and leaves the heap in a known state
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-- instead of one that depends on when the incremental GC last ran.
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collectgarbage()
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end
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-- Pushes a node's float offset into the tree, then snaps our copy back to whatever the
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-- clamp allowed -- without this the offset runs past the end while the content sits still
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-- and the list ignores the first part of the drag back.
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local function applyScroll(id, st)
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ui.setScroll(id, math.floor(st.sx), math.floor(st.sy))
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local cx, cy = ui.getScroll(id)
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if cx and cx ~= math.floor(st.sx) then
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st.sx, st.vx = cx, 0
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end
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if cy and cy ~= math.floor(st.sy) then
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st.sy, st.vy = cy, 0
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end
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end
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-- Free settle: velocity decays to rest, applied as DECAY^seconds so the glide lasts the
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-- same wall time whatever the frame rate. A paged box would instead ease toward the nearest
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-- page boundary here -- same gesture, different ending -- so this is the one seam paging adds.
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local function settleFree(st, seconds)
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st.sx, st.sy = st.sx + st.vx * seconds, st.sy + st.vy * seconds
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local keep = SCROLL_DECAY ^ seconds
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st.vx, st.vy = st.vx * keep, st.vy * keep
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if math.abs(st.vx) < SCROLL_STOP then
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st.vx = 0
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end
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if math.abs(st.vy) < SCROLL_STOP then
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st.vy = 0
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end
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end
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-- One GC step a frame, because the collector's default pace is the painter's problem: a
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-- band buffer needs a contiguous block, and letting the heap double before a cycle lets
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-- garbage take the block the band was going to get. Stepping keeps the sawtooth shallow
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-- enough that beginBuffer() keeps succeeding instead of falling back to the panel.
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---@param deltaMs? integer Elapsed frame time, used to advance any active pan or flick.
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function ui.draw(deltaMs)
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local seconds = (deltaMs or 0) / 1000
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if seconds > 0 then
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if panning then
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local st = scrollState[panning]
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st.sx, st.sy = st.sx + pendingX, st.sy + pendingY
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-- Velocity is measured over the frame the motion arrived in, so a finger that paused
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-- before lifting reports zero and does not flick.
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st.vx, st.vy = pendingX / seconds, pendingY / seconds
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pendingX, pendingY = 0, 0
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applyScroll(panning, st)
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end
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for id in pairs(flinging) do
|
|
local st = scrollState[id]
|
|
settleFree(st, seconds)
|
|
applyScroll(id, st)
|
|
if st.vx == 0 and st.vy == 0 then
|
|
flinging[id] = nil
|
|
end
|
|
end
|
|
end
|
|
if root then
|
|
tree.draw(root)
|
|
end
|
|
collectgarbage "step"
|
|
end
|
|
|
|
-- The nearest ancestor (or self) that pans, or nil. A drag on a child button scrolls the
|
|
-- list it sits in, which is why the tap has to yield to the pan rather than the reverse.
|
|
local function scrollableAncestor(id)
|
|
while id do
|
|
if scrollNodes[id] then
|
|
return id
|
|
end
|
|
id = tree.getParent(id)
|
|
end
|
|
end
|
|
|
|
-- The nearest ancestor (or self) that handles a press, or nil. tree.hit returns the deepest
|
|
-- node by geometry -- a button's text label, say -- so dispatch bubbles up to whoever owns
|
|
-- the on_click/on_enter/on_exit, the way a responder chain does.
|
|
local function handlerAncestor(id)
|
|
while id do
|
|
if clickHandlers[id] or enterHandlers[id] or exitHandlers[id] then
|
|
return id
|
|
end
|
|
id = tree.getParent(id)
|
|
end
|
|
end
|
|
|
|
local function inside(id, x, y)
|
|
local rx, ry, rw, rh = tree.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
|
|
tree.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
|
|
tree.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 ui.down(x, y)
|
|
local focused = tree.getFocus()
|
|
if focused then
|
|
tree.setFocus(nil)
|
|
local handler = exitHandlers[focused]
|
|
if handler then
|
|
handler(focused)
|
|
end
|
|
end
|
|
|
|
local hitNode = root and tree.hit(root, x, y)
|
|
if not hitNode then
|
|
return false
|
|
end
|
|
responder, scrollAncestor = handlerAncestor(hitNode), scrollableAncestor(hitNode)
|
|
insideResponder, dragged, panning = responder ~= nil, false, nil
|
|
downX, downY, lastX, lastY = x, y, x, y
|
|
pendingX, pendingY = 0, 0
|
|
if scrollAncestor then
|
|
-- A finger down catches an in-progress glide, the way every touch UI does.
|
|
flinging[scrollAncestor] = nil
|
|
local st = scrollState[scrollAncestor]
|
|
st.vx, st.vy = 0, 0
|
|
end
|
|
if responder then
|
|
enter(responder, x, y)
|
|
end
|
|
return responder ~= nil or scrollAncestor ~= nil
|
|
end
|
|
|
|
---@param x integer
|
|
---@param y integer
|
|
---@return boolean handled
|
|
function ui.move(x, y)
|
|
if not responder and not scrollAncestor then
|
|
return false
|
|
end
|
|
if scrollAncestor then
|
|
local flags = scrollNodes[scrollAncestor]
|
|
if flags.x then
|
|
pendingX = pendingX + (lastX - x)
|
|
end
|
|
if flags.y then
|
|
pendingY = pendingY + (lastY - y)
|
|
end
|
|
lastX, lastY = x, y
|
|
if not dragged then
|
|
local past = (flags.x and math.abs(x - downX) > SCROLL_SLOP)
|
|
or (flags.y and math.abs(y - downY) > SCROLL_SLOP)
|
|
if past then
|
|
dragged, panning = true, scrollAncestor
|
|
-- The press became a scroll: drop the responder's feedback and keep it from clicking.
|
|
if responder and insideResponder then
|
|
exit(responder, x, y)
|
|
end
|
|
insideResponder = false
|
|
end
|
|
end
|
|
if dragged then
|
|
return true
|
|
end
|
|
end
|
|
if responder then
|
|
local isInside = inside(responder, x, y)
|
|
if isInside ~= insideResponder then
|
|
insideResponder = isInside
|
|
if isInside then
|
|
enter(responder, x, y)
|
|
else
|
|
exit(responder, x, y)
|
|
end
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
|
|
---@param x integer
|
|
---@param y integer
|
|
---@return boolean handled
|
|
function ui.up(x, y)
|
|
if not responder and not scrollAncestor then
|
|
return false
|
|
end
|
|
if dragged then
|
|
-- The gesture was a pan: hand any velocity the last frames built to draw(), which coasts
|
|
-- and clamps it. A drag that ended still carries zero velocity, so it simply stops.
|
|
if panning then
|
|
flinging[panning] = true
|
|
end
|
|
responder, insideResponder, scrollAncestor, dragged, panning = nil, nil, nil, false, nil
|
|
return true
|
|
end
|
|
local target, wasActive = responder, insideResponder
|
|
responder, insideResponder, scrollAncestor = nil, nil, nil
|
|
if target then
|
|
if wasActive then
|
|
exit(target, x, y)
|
|
end
|
|
if inside(target, x, y) then
|
|
local handler = clickHandlers[target]
|
|
if handler then
|
|
handler(target, x, y)
|
|
end
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
|
|
local DIRECTIONS = { up = true, down = true, left = true, right = true }
|
|
|
|
local function focusFirst()
|
|
local focused = tree.focusFirst(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 ui.buttonPress(name, pressed)
|
|
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 = tree.getFocus()
|
|
if not previous then
|
|
focusFirst()
|
|
return true
|
|
end
|
|
local focused = tree.moveFocus(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 = tree.getFocus() or focusFirst()
|
|
if not focused then
|
|
return false
|
|
end
|
|
if pressed then
|
|
tree.setPressed(focused, true)
|
|
confirming = focused
|
|
else
|
|
local target = confirming
|
|
confirming = nil
|
|
if target then
|
|
tree.setPressed(target, false)
|
|
local handler = clickHandlers[target]
|
|
if handler then
|
|
handler(target)
|
|
end
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
|
|
return ui
|