b5146b8642
The bar repainted itself whole every second. It now compares each field against what it last painted, adds seconds and a memory percentage, and keys the cache on gui.getRotation() and ui.themeName so rotation and theme changes still repaint it. Invalidation lives entirely in Lua; the firmware's push flag and gfx/statusbar.h are gone. Bindings follow getName/setName/isName, persisted preferences move from sys to a settings table, and gui.setRotation takes degrees like settings does. A bar that dies mid-run now keeps its rows reserved rather than silently resizing the running app.
512 lines
18 KiB
Lua
512 lines
18 KiB
Lua
-- Layout borrowed from CSS block flow: nesting plus box model, no cascade.
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-- Sizes are pixels (>= 1), a fraction of the parent content box (< 1), "fill" for all
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-- of it, or "auto" to size to content.
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local ui = {}
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local PRESS_MS = 80 -- a fast tap must stay visible for at least this long
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local SLOP = 4 -- resistive panels land a few pixels off
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-- Theme --------------------------------------------------------------------
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-- Inheritance carries context (what surface am I on); the theme carries constants
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-- (what is the accent). Roles are derived from three seeds so a new component costs
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-- no theme keys, and so a theme cannot state its own contrast wrongly.
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local BLACK, WHITE = {0, 0, 0}, {255, 255, 255}
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local FALLBACK = {bg = WHITE, fg = BLACK, accent = {0, 120, 255}}
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local PINNED = {muted = "color", accent_fg = "color", face = "pair", face_pressed = "pair", radius = "number"}
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local function channel(value)
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return math.max(0, math.min(math.floor(value + 0.5), 255))
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end
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local function mix(a, b, amount)
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local blended = {}
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for i = 1, 3 do blended[i] = channel(a[i] + (b[i] - a[i]) * amount) end
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return blended
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end
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-- Perceived brightness, so text on the accent is chosen rather than configured.
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local function luminance(c)
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return (c[1] * 299 + c[2] * 587 + c[3] * 114) / 1000
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end
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local function rgb(c)
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return gui.color(c[1], c[2], c[3])
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end
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local function palette(seed)
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local bg, fg, accent = seed.bg, seed.fg, seed.accent
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local theme = {
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bg = rgb(bg),
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fg = rgb(fg),
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muted = rgb(mix(fg, bg, 0.45)),
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accent = rgb(accent),
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accent_fg = rgb(luminance(accent) > 140 and BLACK or WHITE),
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face = {rgb(bg), rgb(mix(bg, fg, 0.08))},
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face_pressed = {rgb(mix(accent, WHITE, 0.12)), rgb(mix(accent, BLACK, 0.12))},
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radius = 6,
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}
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for role, kind in pairs(PINNED) do
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local pin = seed[role]
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if pin ~= nil then
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if kind == "color" then theme[role] = rgb(pin)
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elseif kind == "pair" then theme[role] = {rgb(pin[1]), rgb(pin[2])}
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else theme[role] = pin end
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end
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end
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return theme
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end
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-- Dimming is a black scrim at this strength. The panel has no alpha and there is no
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-- framebuffer to blend against, so instead of compositing pixels the whole palette is
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-- re-derived from darkened seeds: content behind a dialog is repainted in those colors,
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-- which is what a scrim would have produced anyway.
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local SCRIM = 0.45
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local function dimSeed(seed)
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local out = {}
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for role, value in pairs(seed) do
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if type(value) ~= "table" then out[role] = value
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elseif type(value[1]) == "table" then out[role] = {mix(value[1], BLACK, SCRIM), mix(value[2], BLACK, SCRIM)}
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else out[role] = mix(value, BLACK, SCRIM) end
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end
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return out
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end
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local function themes()
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local ok, loaded = pcall(require, "theme")
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return ok and type(loaded) == "table" and loaded or {}
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end
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function ui.themeNames()
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local names = {}
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for name in pairs(themes()) do names[#names + 1] = name end
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table.sort(names)
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return names
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end
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-- Saves the theme and reloads the palette. The firmware stores only the name and cannot
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-- call back into Lua, so this is the seam that keeps the two halves from drifting.
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function ui.setTheme(name)
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local ok = settings.setTheme(name)
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ui.reloadTheme()
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return ok
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end
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-- Re-read the saved theme. Called at load, and by ui.setTheme(), so a changed theme takes
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-- effect without relaunching.
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function ui.reloadTheme()
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ui.themeName = settings.getTheme and settings.getTheme() or "light"
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local available = themes()
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local seed = available[ui.themeName] or available.light or FALLBACK
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ui.theme = palette(seed)
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ui.theme.dim = palette(dimSeed(seed))
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return ui.theme
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end
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ui.reloadTheme()
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local function resolve(value, span, axis)
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if value == nil or value == "auto" then return nil end
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-- "fill" exists because a fraction cannot say 1.0: any number >= 1 is a pixel count,
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-- so w = 1.0 asks for a single pixel. Covering a parent needs a word, not a number.
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if value == "fill" then
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if span == nil then
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error("fill " .. axis .. " inside an auto-sized parent", 3)
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end
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return span
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end
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if value < 1 then
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if span == nil then
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error("fractional " .. axis .. " inside an auto-sized parent", 3)
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end
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return math.floor(value * span)
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end
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return math.floor(value)
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end
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local function padding(spec)
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local p = spec.pad or 0
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if type(p) == "number" then return {t = p, r = p, b = p, l = p} end
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return {t = p.t or 0, r = p.r or 0, b = p.b or 0, l = p.l or 0}
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end
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-- The palette set on the root reaches every descendant, so styling is one place.
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local INHERITED = {"color", "bg", "size", "button_bg", "press_bg", "press_color", "radius",
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"gradient", "press_gradient", "dimmed"}
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-- The root seeds the tree, so an app that names no colors is themed by inheritance.
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local ROOT_STYLE = {
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color = "fg", bg = "bg", press_bg = "accent", press_color = "accent_fg",
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gradient = "face", press_gradient = "face_pressed", radius = "radius",
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}
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local function seedFrom(node, palette, style)
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for key, role in pairs(ROOT_STYLE) do
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if node[key] == nil then node[key] = (style and style[key]) or palette[role] end
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end
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end
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local function inherit(child, parent)
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-- Crossing into or out of a dimmed region restyles from the matching palette instead
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-- of inheriting its neighbour's, which is how a dialog stays lit over dimmed content.
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if child.dimmed ~= nil and child.dimmed ~= parent.dimmed then
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seedFrom(child, child.dimmed and ui.theme.dim or ui.theme)
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end
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for _, key in ipairs(INHERITED) do
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if child[key] == nil then child[key] = parent[key] end
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end
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-- What this node sits on, which is not the same as what it fills. Anti-aliased edges
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-- blend into the surface, so a rounded card needs the color behind it and not its own.
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if child.surface == nil then child.surface = parent.bg or parent.surface end
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end
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local function contains(rect, x, y)
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return x >= rect.x - SLOP and x < rect.x + rect.w + SLOP
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and y >= rect.y - SLOP and y < rect.y + rect.h + SLOP
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end
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-- Components ---------------------------------------------------------------
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local Component = {}
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Component.__index = Component
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function Component:measure(available)
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local pad = self.pad_
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local w = resolve(self.w, available.w, "width")
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local h = resolve(self.h, available.h, "height")
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local inner = {
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w = w and w - pad.l - pad.r or (available.w and available.w - pad.l - pad.r),
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h = h and h - pad.t - pad.b or nil,
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}
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local main, cross = 0, 0
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for index, child in ipairs(self.children) do
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inherit(child, self)
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local cw, ch = child:measure(inner)
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if self.row then
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main = main + cw + (index > 1 and self.gap or 0)
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cross = math.max(cross, ch)
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else
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main = main + ch + (index > 1 and self.gap or 0)
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cross = math.max(cross, cw)
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end
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end
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if self.row then
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self.mw = w or main + pad.l + pad.r
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self.mh = h or cross + pad.t + pad.b
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else
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self.mw = w or cross + pad.l + pad.r
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self.mh = h or main + pad.t + pad.b
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end
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return self.mw, self.mh
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end
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function Component:place(rect)
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self.rect = rect
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self.dirty = true
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local pad = self.pad_
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local content = {
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x = rect.x + pad.l,
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y = rect.y + pad.t,
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w = rect.w - pad.l - pad.r,
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h = rect.h - pad.t - pad.b,
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}
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-- Main-axis distribution, CSS justify-content minus the modes nothing here asks for.
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-- Absolutely placed children take no part in the flow, so they are excluded.
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local flowing, used = 0, 0
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for _, child in ipairs(self.children) do
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if not child.at then
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flowing = flowing + 1
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used = used + (self.row and child.mw or child.mh)
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end
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end
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used = used + math.max(0, flowing - 1) * self.gap
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local free = math.max(0, (self.row and content.w or content.h) - used)
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local offset, spread = 0, 0
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if self.justify == "end" then offset = free
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elseif self.justify == "center" then offset = math.floor(free / 2)
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elseif self.justify == "between" and flowing > 1 then spread = math.floor(free / (flowing - 1))
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end
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for _, child in ipairs(self.children) do
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local cw, ch = child.mw, child.mh
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-- Cross axis fills the parent unless the child asked for a size, like CSS blocks.
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if self.row then
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if child.h == nil or child.h == "auto" then ch = content.h end
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else
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if child.w == nil or child.w == "auto" then cw = content.w end
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end
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local x, y
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if child.at then
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x = content.x + resolve(child.at.x, content.w, "x")
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y = content.y + resolve(child.at.y, content.h, "y")
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elseif self.row then
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x, y = content.x + offset, content.y
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if self.align == "center" then y = y + math.floor((content.h - ch) / 2)
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elseif self.align == "end" then y = y + content.h - ch end
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offset = offset + cw + self.gap + spread
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else
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x, y = content.x, content.y + offset
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if self.align == "center" then x = x + math.floor((content.w - cw) / 2)
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elseif self.align == "end" then x = x + content.w - cw end
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offset = offset + ch + self.gap + spread
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end
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child:place{x = x, y = y, w = cw, h = ch}
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end
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end
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function Component:draw()
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if self.dirty then
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if self.bg and not self.paintsBackground then
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gui.fillRect(self.rect.x, self.rect.y, self.rect.w, self.rect.h, self.bg)
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end
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if self.paint then self:paint() end
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self.dirty = false
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for _, child in ipairs(self.children) do child.dirty = true end
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end
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for _, child in ipairs(self.children) do child:draw() end
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end
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-- Deepest interactive component wins, so a tappable child beats its tappable parent.
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function Component:hit(x, y)
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if not self.rect or not contains(self.rect, x, y) then return nil end
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for index = #self.children, 1, -1 do
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local found = self.children[index]:hit(x, y)
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if found then return found end
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end
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-- A capturing component swallows the taps its children missed, so what it covers
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-- cannot be tapped through. Without it the hit walk falls back to earlier siblings,
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-- which is how a dialog would let you press the button underneath it.
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if self.capture then return self end
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return self.on_press and self or nil
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end
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function Component:invalidate()
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self.dirty = true
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end
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local function component(spec)
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-- A bordered box is drawn as a rounded rect over its own background fill. The fill is
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-- square and the border is not, but both are the same color as whatever sits behind a
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-- box on this panel, so the corners have nothing to give away.
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-- A bordered box paints its own background as a rounded rect, so the square fill in
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-- Component:draw is suppressed. Filling first would leave square corners outside the
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-- border, which is invisible against a matching surface and obvious against any other.
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if spec.border then
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spec.paintsBackground = true
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spec.paint = function(self)
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local r = self.rect
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gui.roundRect(r.x, r.y, r.w, r.h, self.radius or ui.theme.radius, self.surface,
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self.bg, self.bg, self.border)
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end
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end
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spec.children = spec.children or {}
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for index, child in ipairs(spec) do
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spec.children[index] = child
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spec[index] = nil
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end
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spec.gap = spec.gap or 0
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spec.align = spec.align or "start"
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spec.pad_ = padding(spec)
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return setmetatable(spec, Component)
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end
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ui.box = component
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function ui.spacer(spec)
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return component{w = spec.w, h = spec.h}
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end
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-- Text size is panel state, not node state, so every measure and paint sets it: a
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-- neighbour at another size would otherwise decide this node's metrics.
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local function measureText(self, available)
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gui.setTextSize(self.size or 1)
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self.mw = resolve(self.w, available.w, "width") or gui.getTextWidth(self.label)
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self.mh = resolve(self.h, available.h, "height") or gui.getFontHeight()
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return self.mw, self.mh
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end
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local function paintText(self)
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gui.setTextSize(self.size or 1)
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gui.drawText(self.label, self.rect.x, self.rect.y, self.color, self.bg)
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end
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local function setText(self, text)
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if text == self.label then return end
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self.label = text
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self:invalidate()
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end
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function ui.text(label, spec)
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spec = spec or {}
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spec.label = label
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local node = component(spec)
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node.measure = measureText
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node.paint = paintText
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node.setText = setText
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return node
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end
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-- Geometry for a grid of square cards: a wide frame takes another column, and the side
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-- shrinks until every row fits, because there is no scrolling and a card below the fold
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-- cannot be tapped. `reserve` is height the caller needs for anything under the grid.
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-- ponytail: enough cards make them unusably small; that is the point to add scrolling.
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function ui.cardSide(count, pad, gap, reserve)
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local cols = gui.getWidth() >= gui.getHeight() and 3 or 2
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local rows = math.ceil(count / cols)
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local byWidth = (gui.getWidth() - 2 * pad - (cols - 1) * gap) // cols
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local byHeight = (gui.getHeight() - 2 * pad - (reserve or 0) - (rows - 1) * gap) // rows
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return math.min(byWidth, byHeight), cols
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end
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-- A text node sized to its own glyphs, so a centering parent has something to center: a
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-- plain ui.text takes the parent's full width and paints from its left edge. `fit` clips
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-- the label to a pixel budget, because the panel has one font and no wrapping.
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function ui.label(text, spec)
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spec = spec or {}
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gui.setTextSize(spec.size or 1)
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if spec.fit and gui.getTextWidth(text) > spec.fit then
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while #text > 1 and gui.getTextWidth(text .. "~") > spec.fit do text = text:sub(1, -2) end
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text = text .. "~"
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end
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spec.w, spec.fit = gui.getTextWidth(text), nil
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return ui.text(text, spec)
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end
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local function paintButton(self)
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local r = self.rect
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local gradient = self.pressed and self.press_gradient or (not self.pressed and self.gradient)
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local top, bottom
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if gradient then
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top, bottom = gradient[1], gradient[2]
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else
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top = self.pressed and (self.press_bg or self.color) or self.button_bg
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bottom = top
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end
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gui.roundRect(r.x, r.y, r.w, r.h, self.radius or ui.theme.radius, self.bg, top, bottom, self.color)
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for _, child in ipairs(self.children) do
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-- No background for a gradient face: an opaque glyph fill is one flat colour, which
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-- only matches the one row of the gradient it was taken from. The face is repainted
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-- above on every change, so the children have nothing to erase.
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-- `x and nil or y` can never be nil, so this stays an if.
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if gradient then child.bg = nil else child.bg = bottom or self.bg end
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child.color = self.pressed and (self.press_color or self.bg) or self.color
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child.dirty = true
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end
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end
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local function setButtonText(self, text)
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local label = self.children[1]
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if text == label.label then return end
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label:setText(text)
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self:invalidate()
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end
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function ui.button(spec)
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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 hasLabel = spec.label ~= nil
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if hasLabel then
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spec.children = {ui.text(spec.label)}
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spec.label = nil
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end
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local node = component(spec)
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node.paint = paintButton
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if hasLabel then node.setText = setButtonText end
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return node
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end
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-- A dialog is not a layer the toolkit manages: it is a node an app includes when its
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-- state calls for one, placed absolutely so it covers the flow instead of joining it.
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-- Dismissing it means rebuilding without it, the same way every other state change works.
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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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bg = ui.theme.bg, -- opaque: this is what hides the content behind
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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 card[#card + 1] = ui.text(spec.message, {color = ui.theme.muted}) 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_press = spec.on_cancel}
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end
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buttons[#buttons + 1] = ui.button{label = spec.ok or "ok", on_press = spec.on_ok}
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card[#card + 1] = ui.box(buttons)
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-- bg = false leaves the app's own screen visible around the card; capture stops it
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-- being tapped. on_press is deliberately absent, so a stray touch answers nothing.
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return ui.box{
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at = {x = 0, y = 0}, w = "fill", h = "fill",
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bg = false, capture = true, dimmed = false, -- the card is lit, whatever is behind it
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align = "center", justify = "center",
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on_press = spec.on_outside,
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|
ui.box(card),
|
|
}
|
|
end
|
|
|
|
-- Screen -------------------------------------------------------------------
|
|
|
|
local Screen = {}
|
|
Screen.__index = Screen
|
|
|
|
function ui.screen(root, style)
|
|
local screen = setmetatable({root = root, captured = nil, pressedAt = 0}, Screen)
|
|
-- The root is placed at the full panel rect, so it must measure that way too. Leaving
|
|
-- it auto made its height unknown to its own children, and a child asking for a
|
|
-- fraction of the screen failed inside the one component whose size is never in doubt.
|
|
if root.w == nil then root.w = "fill" end
|
|
if root.h == nil then root.h = "fill" end
|
|
seedFrom(root, root.dimmed and ui.theme.dim or ui.theme, style)
|
|
screen:relayout()
|
|
return screen
|
|
end
|
|
|
|
function Screen:relayout()
|
|
local rect = {x = 0, y = 0, w = gui.getWidth(), h = gui.getHeight()}
|
|
self.root:measure(rect)
|
|
self.root:place(rect)
|
|
gui.clear(self.root.bg)
|
|
end
|
|
|
|
function Screen:draw()
|
|
self.root:draw()
|
|
-- Hold the pressed look briefly so a fast tap is still perceptible.
|
|
if self.released and sys.getMillis() - self.pressedAt >= PRESS_MS then
|
|
self.released.pressed = false
|
|
self.released:invalidate()
|
|
self.released = nil
|
|
end
|
|
end
|
|
|
|
function Screen:down(x, y)
|
|
local target = self.root:hit(x, y)
|
|
if not target then return end
|
|
self.captured = target
|
|
self.pressedAt = sys.getMillis()
|
|
if target.press_style ~= false then
|
|
target.pressed = true
|
|
target:invalidate()
|
|
end
|
|
end
|
|
|
|
function Screen:up(x, y)
|
|
local target = self.captured
|
|
self.captured = nil
|
|
if not target then return end
|
|
if target.press_style ~= false then self.released = target end
|
|
local inside = contains(target.rect, x, y)
|
|
if inside and target.on_press then target.on_press(target, x, y) end
|
|
end
|
|
|
|
return ui
|