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path: root/builtin/fstk/tabview.lua
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--Minetest
--Copyright (C) 2014 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.


--------------------------------------------------------------------------------
-- A tabview implementation                                                   --
-- Usage:                                                                     --
-- tabview.create: returns initialized tabview raw element                    --
-- element.add(tab): add a tab declaration                                    --
-- element.handle_buttons()                                                   --
-- element.handle_events()                                                    --
-- element.getFormspec() returns formspec of tabview                          --
--------------------------------------------------------------------------------

--------------------------------------------------------------------------------
local function add_tab(self,tab)
	assert(tab.size == nil or (type(tab.size) == table and
			tab.size.x ~= nil and tab.size.y ~= nil))
	assert(tab.cbf_formspec ~= nil and type(tab.cbf_formspec) == "function")
	assert(tab.cbf_button_handler == nil or
			type(tab.cbf_button_handler) == "function")
	assert(tab.cbf_events == nil or type(tab.cbf_events) == "function")

	local newtab = {
		name = tab.name,
		caption = tab.caption,
		button_handler = tab.cbf_button_handler,
		event_handler = tab.cbf_events,
		get_formspec = tab.cbf_formspec,
		tabsize = tab.tabsize,
		on_change = tab.on_change,
		tabdata = {},
	}

	self.tablist[#self.tablist + 1] = newtab

	if self.last_tab_index == #self.tablist then
		self.current_tab = tab.name
		if tab.on_activate ~= nil then
			tab.on_activate(nil,tab.name)
		end
	end
end

--------------------------------------------------------------------------------
local function get_formspec(self)
	local formspec = ""

	if not self.hidden and (self.parent == nil or not self.parent.hidden) then

		if self.parent == nil then
			local tsize = self.tablist[self.last_tab_index].tabsize or
					{width=self.width, height=self.height}
			formspec = formspec ..
					string.format("size[%f,%f,%s]",tsize.width,tsize.height,
						dump(self.fixed_size))
		end
		formspec = formspec .. self:tab_header()
		formspec = formspec ..
				self.tablist[self.last_tab_index].get_formspec(
					self,
					self.tablist[self.last_tab_index].name,
					self.tablist[self.last_tab_index].tabdata,
					self.tablist[self.last_tab_index].tabsize
					)
	end
	return formspec
end

--------------------------------------------------------------------------------
local function handle_buttons(self,fields)

	if self.hidden then
		return false
	end

	if self:handle_tab_buttons(fields) then
		return true
	end

	if self.glb_btn_handler ~= nil and
		self.glb_btn_handler(self,fields) then
		return true
	end

	if self.tablist[self.last_tab_index].button_handler ~= nil then
		return
			self.tablist[self.last_tab_index].button_handler(
					self,
					fields,
					self.tablist[self.last_tab_index].name,
					self.tablist[self.last_tab_index].tabdata
					)
	end

	return false
end

--------------------------------------------------------------------------------
local function handle_events(self,event)

	if self.hidden then
		return false
	end

	if self.glb_evt_handler ~= nil and
		self.glb_evt_handler(self,event) then
		return true
	end

	if self.tablist[self.last_tab_index].evt_handler ~= nil then
		return
			self.tablist[self.last_tab_index].evt_handler(
					self,
					event,
					self.tablist[self.last_tab_index].name,
					self.tablist[self.last_tab_index].tabdata
					)
	end

	return false
end


--------------------------------------------------------------------------------
local function tab_header(self)

	local toadd = ""

	for i=1,#self.tablist,1 do

		if toadd ~= "" then
			toadd = toadd .. ","
		end

		toadd = toadd .. self.tablist[i].caption
	end
	return string.format("tabheader[%f,%f;%s;%s;%i;true;false]",
			self.header_x, self.header_y, self.name, toadd, self.last_tab_index);
end

--------------------------------------------------------------------------------
local function switch_to_tab(self, index)
	--first call on_change for tab to leave
	if self.tablist[self.last_tab_index].on_change ~= nil then
		self.tablist[self.last_tab_index].on_change("LEAVE",
				self.current_tab, self.tablist[index].name)
	end

	--update tabview data
	self.last_tab_index = index
	local old_tab = self.current_tab
	self.current_tab = self.tablist[index].name

	if (self.autosave_tab) then
		core.setting_set(self.name .. "_LAST",self.current_tab)
	end

	-- call for tab to enter
	if self.tablist[index].on_change ~= nil then
		self.tablist[index].on_change("ENTER",
				old_tab,self.current_tab)
	end
end

--------------------------------------------------------------------------------
local function handle_tab_buttons(self,fields)
	--save tab selection to config file
	if fields[self.name] then
		local index = tonumber(fields[self.name])
		switch_to_tab(self, index)
		return true
	end

	return false
end

--------------------------------------------------------------------------------
local function set_tab_by_name(self, name)
	for i=1,#self.tablist,1 do
		if self.tablist[i].name == name then
			switch_to_tab(self, i)
			return true
		end
	end

	return false
end

--------------------------------------------------------------------------------
local function hide_tabview(self)
	self.hidden=true

	--call on_change as we're not gonna show self tab any longer
	if self.tablist[self.last_tab_index].on_change ~= nil then
		self.tablist[self.last_tab_index].on_change("LEAVE",
				self.current_tab, nil)
	end
end

--------------------------------------------------------------------------------
local function show_tabview(self)
	self.hidden=false

	-- call for tab to enter
	if self.tablist[self.last_tab_index].on_change ~= nil then
		self.tablist[self.last_tab_index].on_change("ENTER",
				nil,self.current_tab)
	end
end

local tabview_metatable = {
	add                       = add_tab,
	handle_buttons            = handle_buttons,
	handle_events             = handle_events,
	get_formspec              = get_formspec,
	show                      = show_tabview,
	hide                      = hide_tabview,
	delete                    = function(self) ui.delete(self) end,
	set_parent                = function(self,parent) self.parent = parent end,
	set_autosave_tab          =
			function(self,value) self.autosave_tab = value end,
	set_tab                   = set_tab_by_name,
	set_global_button_handler =
			function(self,handler) self.glb_btn_handler = handler end,
	set_global_event_handler =
			function(self,handler) self.glb_evt_handler = handler end,
	set_fixed_size =
			function(self,state) self.fixed_size = state end,
	tab_header = tab_header,
	handle_tab_buttons = handle_tab_buttons
}

tabview_metatable.__index = tabview_metatable

--------------------------------------------------------------------------------
function tabview_create(name, size, tabheaderpos)
	local self = {}

	self.name     = name
	self.type     = "toplevel"
	self.width    = size.x
	self.height   = size.y
	self.header_x = tabheaderpos.x
	self.header_y = tabheaderpos.y

	setmetatable(self, tabview_metatable)

	self.fixed_size     = true
	self.hidden         = true
	self.current_tab    = nil
	self.last_tab_index = 1
	self.tablist        = {}

	self.autosave_tab   = false

	ui.add(self)
	return self
end
sed images bool GUIButton::isScalingImage() const { return ScaleImage; } //! Sets if the button should use the skin to draw its border void GUIButton::setDrawBorder(bool border) { DrawBorder = border; } void GUIButton::setSpriteBank(IGUISpriteBank* sprites) { if (sprites) sprites->grab(); if (SpriteBank) SpriteBank->drop(); SpriteBank = sprites; } void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale) { ButtonSprites[(u32)state].Index = index; ButtonSprites[(u32)state].Color = color; ButtonSprites[(u32)state].Loop = loop; ButtonSprites[(u32)state].Scale = scale; } //! Get the sprite-index for the given state or -1 when no sprite is set s32 GUIButton::getSpriteIndex(EGUI_BUTTON_STATE state) const { return ButtonSprites[(u32)state].Index; } //! Get the sprite color for the given state. Color is only used when a sprite is set. video::SColor GUIButton::getSpriteColor(EGUI_BUTTON_STATE state) const { return ButtonSprites[(u32)state].Color; } //! Returns if the sprite in the given state does loop bool GUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const { return ButtonSprites[(u32)state].Loop; } //! Returns if the sprite in the given state is scaled bool GUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const { return ButtonSprites[(u32)state].Scale; } //! called if an event happened. bool GUIButton::OnEvent(const SEvent& event) { if (!isEnabled()) return IGUIElement::OnEvent(event); switch(event.EventType) { case EET_KEY_INPUT_EVENT: if (event.KeyInput.PressedDown && (event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE)) { if (!IsPushButton) setPressed(true); else setPressed(!Pressed); return true; } if (Pressed && !IsPushButton && event.KeyInput.PressedDown && event.KeyInput.Key == KEY_ESCAPE) { setPressed(false); return true; } else if (!event.KeyInput.PressedDown && Pressed && (event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE)) { if (!IsPushButton) setPressed(false); if (Parent) { ClickShiftState = event.KeyInput.Shift; ClickControlState = event.KeyInput.Control; SEvent newEvent; newEvent.EventType = EET_GUI_EVENT; newEvent.GUIEvent.Caller = this; newEvent.GUIEvent.Element = 0; newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED; Parent->OnEvent(newEvent); } return true; } break; case EET_GUI_EVENT: if (event.GUIEvent.Caller == this) { if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUS_LOST) { if (!IsPushButton) setPressed(false); FocusTime = (u32)porting::getTimeMs(); } else if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUSED) { FocusTime = (u32)porting::getTimeMs(); } else if (event.GUIEvent.EventType == EGET_ELEMENT_HOVERED || event.GUIEvent.EventType == EGET_ELEMENT_LEFT) { HoverTime = (u32)porting::getTimeMs(); } } break; case EET_MOUSE_INPUT_EVENT: if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) { // Sometimes formspec elements can receive mouse events when the // mouse is outside of the formspec. Thus, we test the position here. if ( !IsPushButton && AbsoluteClippingRect.isPointInside( core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y ))) { setPressed(true); } return true; } else if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) { bool wasPressed = Pressed; if ( !AbsoluteClippingRect.isPointInside( core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y ) ) ) { if (!IsPushButton) setPressed(false); return true; } if (!IsPushButton) setPressed(false); else { setPressed(!Pressed); } if ((!IsPushButton && wasPressed && Parent) || (IsPushButton && wasPressed != Pressed)) { ClickShiftState = event.MouseInput.Shift; ClickControlState = event.MouseInput.Control; SEvent newEvent; newEvent.EventType = EET_GUI_EVENT; newEvent.GUIEvent.Caller = this; newEvent.GUIEvent.Element = 0; newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED; Parent->OnEvent(newEvent); } return true; } break; default: break; } return Parent ? Parent->OnEvent(event) : false; } //! draws the element and its children void GUIButton::draw() { if (!IsVisible) return; // PATCH // Track hovered state, if it has changed then we need to update the style. bool hovered = isHovered(); if (hovered != WasHovered) { WasHovered = hovered; setFromState(); } GUISkin* skin = dynamic_cast<GUISkin*>(Environment->getSkin()); video::IVideoDriver* driver = Environment->getVideoDriver(); // END PATCH if (DrawBorder) { if (!Pressed) { // PATCH skin->drawColored3DButtonPaneStandard(this, AbsoluteRect, &AbsoluteClippingRect, Colors); // END PATCH } else { // PATCH skin->drawColored3DButtonPanePressed(this, AbsoluteRect, &AbsoluteClippingRect, Colors); // END PATCH } } const core::position2di buttonCenter(AbsoluteRect.getCenter()); // PATCH // The image changes based on the state, so we use the default every time. EGUI_BUTTON_IMAGE_STATE imageState = EGBIS_IMAGE_UP; // END PATCH if ( ButtonImages[(u32)imageState].Texture ) { core::position2d<s32> pos(buttonCenter); core::rect<s32> sourceRect(ButtonImages[(u32)imageState].SourceRect); if ( sourceRect.getWidth() == 0 && sourceRect.getHeight() == 0 ) sourceRect = core::rect<s32>(core::position2di(0,0), ButtonImages[(u32)imageState].Texture->getOriginalSize()); pos.X -= sourceRect.getWidth() / 2; pos.Y -= sourceRect.getHeight() / 2; if ( Pressed ) { // Create a pressed-down effect by moving the image when it looks identical to the unpressed state image EGUI_BUTTON_IMAGE_STATE unpressedState = getImageState(false); if ( unpressedState == imageState || ButtonImages[(u32)imageState] == ButtonImages[(u32)unpressedState] ) { pos.X += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X); pos.Y += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y); } } // PATCH video::ITexture* texture = ButtonImages[(u32)imageState].Texture; video::SColor image_colors[] = { BgColor, BgColor, BgColor, BgColor }; if (BgMiddle.getArea() == 0) { driver->draw2DImage(texture, ScaleImage? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()), sourceRect, &AbsoluteClippingRect, image_colors, UseAlphaChannel); } else { core::rect<s32> middle = BgMiddle; // `-x` is interpreted as `w - x` if (middle.LowerRightCorner.X < 0) middle.LowerRightCorner.X += texture->getOriginalSize().Width; if (middle.LowerRightCorner.Y < 0) middle.LowerRightCorner.Y += texture->getOriginalSize().Height; draw2DImage9Slice(driver, texture, ScaleImage ? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()), middle, &AbsoluteClippingRect, image_colors); } // END PATCH } if (SpriteBank) { core::position2di pos(buttonCenter); if (isEnabled()) { // pressed / unpressed animation EGUI_BUTTON_STATE state = Pressed ? EGBS_BUTTON_DOWN : EGBS_BUTTON_UP; drawSprite(state, ClickTime, pos); // focused / unfocused animation state = Environment->hasFocus(this) ? EGBS_BUTTON_FOCUSED : EGBS_BUTTON_NOT_FOCUSED; drawSprite(state, FocusTime, pos); // mouse over / off animation state = isHovered() ? EGBS_BUTTON_MOUSE_OVER : EGBS_BUTTON_MOUSE_OFF; drawSprite(state, HoverTime, pos); } else { // draw disabled // drawSprite(EGBS_BUTTON_DISABLED, 0, pos); } } IGUIElement::draw(); } void GUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center) { u32 stateIdx = (u32)state; if (ButtonSprites[stateIdx].Index != -1) { if ( ButtonSprites[stateIdx].Scale ) { const video::SColor colors[] = {ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color}; SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect.UpperLeftCorner, &AbsoluteClippingRect, colors[0], // FIXME: remove [0] porting::getTimeMs()-startTime, ButtonSprites[stateIdx].Loop); } else { SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center, &AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, porting::getTimeMs(), ButtonSprites[stateIdx].Loop, true); } } } EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed) const { // PATCH return getImageState(pressed, ButtonImages); // END PATCH } EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed, const ButtonImage* images) const { // figure state we should have EGUI_BUTTON_IMAGE_STATE state = EGBIS_IMAGE_DISABLED; bool focused = Environment->hasFocus((IGUIElement*)this); bool mouseOver = isHovered(); if (isEnabled()) { if ( pressed ) { if ( focused && mouseOver ) state = EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER; else if ( focused ) state = EGBIS_IMAGE_DOWN_FOCUSED; else if ( mouseOver ) state = EGBIS_IMAGE_DOWN_MOUSEOVER; else state = EGBIS_IMAGE_DOWN; } else // !pressed { if ( focused && mouseOver ) state = EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER; else if ( focused ) state = EGBIS_IMAGE_UP_FOCUSED; else if ( mouseOver ) state = EGBIS_IMAGE_UP_MOUSEOVER; else state = EGBIS_IMAGE_UP; } } // find a compatible state that has images while ( state != EGBIS_IMAGE_UP && !images[(u32)state].Texture ) { // PATCH switch ( state ) { case EGBIS_IMAGE_UP_FOCUSED: state = EGBIS_IMAGE_UP; break; case EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER: state = EGBIS_IMAGE_UP_FOCUSED; break; case EGBIS_IMAGE_DOWN_MOUSEOVER: state = EGBIS_IMAGE_DOWN; break; case EGBIS_IMAGE_DOWN_FOCUSED: state = EGBIS_IMAGE_DOWN; break; case EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER: state = EGBIS_IMAGE_DOWN_FOCUSED; break; case EGBIS_IMAGE_DISABLED: if ( pressed ) state = EGBIS_IMAGE_DOWN; else state = EGBIS_IMAGE_UP; break; default: state = EGBIS_IMAGE_UP; } // END PATCH