implement core ui widget logic

This commit is contained in:
PeaAshMeter 2025-08-16 07:09:29 +03:00
parent 7753413385
commit 44a71d98ae
3 changed files with 140 additions and 3 deletions

44
lib/ui/element.lua Normal file
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@ -0,0 +1,44 @@
require "lib.utils.vec3"
--- Stateful UI element
--- @class Element
--- @field state table
--- @field update fun(self: Element, dt: number) called each logical frame, alters self.state
--- @field draw fun(self: Element) uses self.state to draw, should not alter anything
--- @field origin Vec3
--- @field size Vec3
--- @field parent Element | nil
--- @field child Element | nil
local Element = {}
Element.__index = Element
Element.state = {}
function Element:update(dt)
local parent = self.parent
if not parent then return end
self.origin = self.origin or parent.origin
self.size = self.size or parent.size
end
function Element:draw() end
--- Recursive depth-first traversal.
--- If `visit` returns false, traversal is stopped early.
--- @param visit fun(el: Element): boolean|nil
--- @return boolean
function Element:traverse(visit)
local cont = visit(self)
if not cont then return false end
if not self.child then return false end
self.child.parent = self
return not not self.child:traverse(visit)
end
--- template constructor
--- @param data {state: table, update: fun(dt: number), draw: fun(), [any]: any}
--- @return Element
function Element.new(data)
return setmetatable(data, Element)
end
return Element

72
lib/ui/widgets.lua Normal file
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@ -0,0 +1,72 @@
require "lib.utils.vec3"
local baseElement = require "lib.ui.element"
local W = {}
--- @alias Alignment "topLeft" | "topCenter" | "topRight" | "centerLeft" | "center" | "centerRight" | "bottomLeft" | "bottomCenter" | "bottomRight"
--- @type {[Alignment]: Vec3}
local alignments = {
topLeft = Vec3 { 0, 0 },
topCenter = Vec3 { 0.5, 0 },
topRight = Vec3 { 1, 0 },
centerLeft = Vec3 { 0, 0.5 },
center = Vec3 { 0.5, 0.5 },
centerRight = Vec3 { 1, 0.5 },
bottomLeft = Vec3 { 0, 1 },
bottomCenter = Vec3 { 0.5, 1 },
bottomRight = Vec3 { 1, 1 }
}
--- @class UIRoot : Element
local Root = {}
setmetatable(Root, { __index = baseElement })
function Root.new(data)
return setmetatable(data, { __index = Root })
end
function Root:update(dt)
self.size = Vec3 { love.graphics.getWidth(), love.graphics.getHeight() }
end
W.Root = Root.new
--------------------------------------------------
--- @class Align : Element
--- @field alignment Alignment
local Align = {}
setmetatable(Align, { __index = baseElement })
function Align.new(data)
data.alignment = data.alignment or "center"
return setmetatable(data, { __index = Align })
end
function Align:update(dt)
local parent = self.parent --[[@as Element]]
local shift = alignments[self.alignment]
self.origin = Vec3 { parent.size.x * shift.x, parent.size.y * shift.y }
end
W.Align = Align.new
--------------------------------------------------
--- @class Rectangle : Element
--- @field color number[]
local Rectangle = {}
setmetatable(Rectangle, { __index = baseElement })
function Rectangle.new(data)
return setmetatable(data, { __index = Rectangle })
end
function Rectangle:draw()
love.graphics.setColor(self.color or { 1, 1, 1 })
love.graphics.rectangle("fill", self.origin.x - self.size.x / 2, self.origin.y - self.size.y / 2, self.size.x,
self.size.y)
end
W.Rectangle = Rectangle.new
---------------------------------------------------
return W

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@ -1,10 +1,10 @@
-- CameraLoader = require 'lib/camera'
local ui = require "lib.ui.widgets"
local character = require "lib/character/character"
require "lib/tree"
function love.conf(t)
t.console = true
end
@ -24,6 +24,16 @@ function love.load()
end
end
Widgets = ui.Root {
child = ui.Align {
alignment = "bottomCenter",
child = ui.Rectangle {
size = Vec3 { 100, 100 },
color = { 0, 0, 1 }
}
}
}
-- PlayerFaction.characters = { Hero1, Hero2 }
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
end
@ -35,6 +45,11 @@ function love.update(dt)
Tree.panning:update(dt)
Tree.level:update(dt)
Tree.controls:cache()
Widgets:traverse(function(el)
el:update(dt)
return true
end)
local t2 = love.timer.getTime()
lt = string.format("%.3f", (t2 - t1) * 1000)
end
@ -81,11 +96,17 @@ function love.draw()
love.graphics.setColor(1, 1, 1)
end
Tree.level:draw()
Tree.level.camera:detach()
Widgets:traverse(
function(el)
el:draw()
return true
end
)
love.graphics.setColor(1, 1, 1)
local stats = "fps: " .. love.timer.getFPS() .. " lt: " .. lt .. " dt: " .. dt
love.graphics.print(stats, 10, 10)