helium/core/element.lua
ELmars Abolinsh 32befc1a89 random commit
2020-06-21 03:42:26 +03:00

282 lines
6.9 KiB
Lua

--[[ Element superclass ]]
--[[ Love is currently a hard dependency, although not in many places ]]
local path = string.sub(..., 1, string.len(...) - string.len(".core.element"))
local helium = require(path .. ".dummy")
local context = require(path.. ".core.stack")
---@class element
local element = {}
element.__index = element
local type,pcall = type,pcall
setmetatable(element, {
__call = function(cls, ...)
local self
local func, loader, w, h, param = ...
self = setmetatable({}, element)
self.parentFunc = func
if loader then
local function f(newFunc)
self:reLoader(newFunc)
end
loader(f)
end
self:new(w, h, param)
return self
end
})
--Control functions
--The new function that should be used for element creation
function element:new(param)
local dimensions
--save the parameters
self.parameters = {}
--The element canvas
self.baseParams = param
--Internal settings
self.settings = {
isSetup = false,
pendingUpdate = true,
needsRendering = true,
--Unused for now?
calculatedDimensions = true,
--Is this the first render
firstDraw = true,
--Stabilize the internal canvas, draw it twice on first load
stabilize = true,
--Has it been inserted in to the buffer
inserted = false,
--Whether this element is created and drawn instantly (and doesn't need a canvas)
immediate = false,
--Render this element in the external buffer with absolute coordinates
absolutePosition = false,
}
self.baseState = {}
self.baseView = {
x = 0,
y = 0,
w = 10,
h = 10,
minW = 10,
minH = 10,
}
self.view = setmetatable({}, {
__index = function(t, index)
return self.baseView[index]
end,
__newindex = function(t, index, val)
if self.baseView[index] ~= val then
self.baseView[index] = val
self.context:bubbleUpdate()
self:updateInputCtx()
end
end
})
--Context makes sure element internals don't have to worry about absolute coordinates
self.context = context.new(self)
end
function element:updateInputCtx()
self.context.inputContext:update()
if self.settings.canvasW then
if self.settings.canvasW < self.view.w or self.settings.canvasH < self.view.h then
self.settings.canvasW = self.view.w*1.25
self.settings.canvasH = self.view.h*1.25
self.canvas = love.graphics.newCanvas(self.view.w*1.25, self.view.h*1.25)
elseif self.settings.canvasW > self.view.w*1.50 or self.settings.canvasH > self.view.h*1.50 then
self.settings.canvasW = self.view.w*1.25
self.settings.canvasH = self.view.h*1.25
self.canvas = love.graphics.newCanvas(self.view.w*1.25, self.view.h*1.25)
end
self.quad = love.graphics.newQuad(0, 0, self.view.w, self.view.h, self.settings.canvasW, self.settings.canvasH)
end
end
--Immediate mode code(don't call directly)
function element.immediate(param, func, x, y, w, h)
end
--Hotswapping code
function element:reLoader(newFunc)
self.context:set()
self.parentFunc = newFunc
if type(self.parentFunc) == 'function' then
self.renderer = self.parentFunc(self.parameters, self.state, self.view)
else
self.renderer = self.parentFunc
end
self.context:unset()
self.context:bubbleUpdate()
end
local newCanvas,newQuad = love.graphics.newCanvas,love.graphics.newQuad
--Called once dimensions are validated
function element:setup()
self.parameters = setmetatable({}, {
__index = function(t, index)
return self.baseParams[index]
end,
__newindex = function(t, index, val)
if self.baseParams[index] ~= val then
self.baseParams[index] = val
self.context:bubbleUpdate()
end
end
})
self.context:set()
self.renderer = self.parentFunc(self.parameters, self.view.w, self.view.h)
self.context:unset()
self.settings.canvasW = self.view.w*1.25
self.settings.canvasH = self.view.h*1.25
self.canvas = newCanvas(self.view.w*1.25, self.view.h*1.25)
self.quad = newQuad(0, 0, self.view.w, self.view.h, self.view.w*1.25, self.view.h*1.25)
self.settings.isSetup = true
end
local setColor,rectangle,setFont,printf = love.graphics.setColor,love.graphics.rectangle,love.graphics.setFont,love.graphics.printf
function element:errorRender(msg)
setColor(1, 0, 0)
rectangle('line', 0, 0, self.view.w, self.view.h)
setColor(1, 1, 1)
printf("Error: "..msg, 0, 0, self.view.w)
end
function element:internalRender()
if type(self.renderer) == 'function' then
love.graphics.push()
love.graphics.origin()
local status, err = pcall(self.renderer)
love.graphics.pop()
if not status then
if helium.conf.HARD_ERROR then
error(status)
end
self:errorRender(status)
end
elseif type(self.renderer) == 'string' then
if helium.conf.HARD_ERROR then
error(self.renderer)
end
self:errorRender(self.renderer)
end
end
local getCanvas,setCanvas,clear = love.graphics.getCanvas,love.graphics.setCanvas,love.graphics.clear
function element:renderWrapper()
if not self.settings.isSetup then
self:setup()
self.settings.isSetup = true
end
self.context:set()
local cnvs = getCanvas()
setCanvas({self.canvas, stencil = true})
clear()
if self.parameters then
self:internalRender()
self.settings.pendingUpdate = false
end
setCanvas(cnvs)
self.context:unset()
end
local draw = love.graphics.draw
function element:externalRender()
if self.settings.stabilize and not self.settings.needsRendering then
self.settings.stabilize = false
self.settings.needsRendering = true
end
if self.settings.needsRendering then
self:renderWrapper()
self.settings.needsRendering = false
end
setColor(1,1,1)
draw(self.canvas, self.quad, self.view.x, self.view.y)
end
function element:externalUpdate()
if self.settings.pendingUpdate then
if self.updater then
self:updater()
end
self.settings.needsRendering = true
self.settings.pendingUpdate = false
end
return self.settings.remove
end
local insert = table.insert
--External functions
--Acts as the entrypoint for beginning rendering
---@param x number
---@param y number
function element:draw(x, y)
if not self.view.lock then
if x then self.view.x = x end
if y then self.view.y = y end
end
if self.settings.firstDraw then
self.settings.remove = false
if self.baseState.onFirstDraw then
self.baseState.onFirstDraw()
end
self.settings.firstDraw = false
end
if context.getContext() then
self:externalRender()
elseif not self.settings.inserted then
self.settings.inserted = true
insert(helium.elementBuffer, self)
end
end
function element:destroy()
if self.baseState.onDestroy then
self.baseState.onDestroy()
end
self.settings.remove = true
self.settings.firstDraw = true
self.settings.isSetup = false
self.context:destroy()
end
return element