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12 changed files with 456 additions and 81 deletions

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assets/masks/rrect32.png Normal file

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@ -0,0 +1,8 @@
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
{
vec4 px = Texel(tex, texCoord);
if (px.a == 0.0) {
discard;
}
return vec4(1.0);
}

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@ -0,0 +1,24 @@
extern float t;
extern float blockSize;
// hash-функция для шума по целочисленным координатам блока
float hash(vec2 p) {
p = vec2(
dot(p, vec2(127.1, 311.7)),
dot(p, vec2(269.5, 183.3))
);
return fract(sin(p.x + p.y) * 43758.5453123);
}
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
{
float blockSize = 4.0;
vec2 cell = floor(screenCoord / blockSize);
float n = hash(cell); // [0..1]
float mask = 1.0 - step(t, n);
vec4 base = Texel(tex, texCoord) * color;
base.a *= mask;
return base;
}

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@ -0,0 +1,17 @@
#pragma language glsl3
vec2 hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 34.345);
return fract(vec2(p.x * p.y, p.x + p.y));
}
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
{
vec2 cell = floor(px / 2.0); // тут можно размер зерна менять
float n = hash(cell).x; // 0..1
float v = 0.9 + n * 0.1; // 0.9..1.0
return vec4(v, v, v, 1.0);
}

20
lib/simple_ui/color.lua Normal file
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@ -0,0 +1,20 @@
--- @class Color
--- @field r number
--- @field g number
--- @field b number
--- @field a number
local color = {
r = 1,
g = 1,
b = 1,
a = 1
}
color.__index = color
--- @param rgba {r?: number, g?: number, b?: number, a?: number}
--- @return Color
function color.new(rgba)
return setmetatable(rgba, color)
end
return color.new

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@ -1,9 +1,22 @@
local Rect = require "lib.simple_ui.rect" local Rect = require "lib.simple_ui.rect"
local function makeGradientMesh(w, h, topColor, bottomColor)
local vertices = {
{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
{ w, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
{ 0, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
}
local mesh = love.graphics.newMesh(vertices, "fan", "static")
return mesh
end
--- @class UIElement --- @class UIElement
--- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в *локальных* координатах --- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в экранных координатах
--- @field transform love.Transform Преобразование из локальных координат элемента (bounds) в экранные координаты --- @field overlayGradientMesh love.Mesh Общий градиент поверх элемента (интерполированный меш)
local uiElement = {} local uiElement = {}
uiElement.bounds = Rect {}
uiElement.overlayGradientMesh = makeGradientMesh(1, 1, { 0, 0, 0, 0 }, { 0, 0, 0, 0.4 });
uiElement.__index = uiElement uiElement.__index = uiElement
function uiElement:update(dt) end function uiElement:update(dt) end
@ -11,8 +24,7 @@ function uiElement:update(dt) end
function uiElement:draw() end function uiElement:draw() end
function uiElement:hitTest(screenX, screenY) function uiElement:hitTest(screenX, screenY)
local lx, ly = self.transform:inverseTransformPoint(screenX, screenY) return self.bounds:hasPoint(screenX, screenY)
return self.bounds:hasPoint(lx, ly)
end end
--- @generic T : UIElement --- @generic T : UIElement
@ -21,8 +33,54 @@ end
--- @return T --- @return T
function uiElement.new(self, values) function uiElement.new(self, values)
values.bounds = values.bounds or Rect {} values.bounds = values.bounds or Rect {}
values.transform = values.transform or love.math.newTransform() values.overlayGradientMesh = values.overlayGradientMesh or uiElement.overlayGradientMesh;
return setmetatable(values, self) return setmetatable(values, self)
end end
--- Рисует границу вокруг элемента (с псевдо-затенением)
--- @param type "outer" | "inner"
function uiElement:drawBorder(type)
if type == "inner" then
love.graphics.setColor(0.2, 0.2, 0.2)
love.graphics.line({
self.bounds.x, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y,
})
love.graphics.setColor(0.3, 0.3, 0.3)
love.graphics.line({
self.bounds.x + self.bounds.width, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y + self.bounds.height,
})
else
love.graphics.setColor(0.2, 0.2, 0.2)
love.graphics.line({
self.bounds.x + self.bounds.width, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y + self.bounds.height,
})
love.graphics.setColor(0.3, 0.3, 0.3)
love.graphics.line({
self.bounds.x, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y,
})
end
love.graphics.setColor(1, 1, 1)
end
--- рисует градиент поверх элемента
function uiElement:drawGradientOverlay()
love.graphics.push()
love.graphics.translate(self.bounds.x, self.bounds.y)
love.graphics.scale(self.bounds.width, self.bounds.height)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.overlayGradientMesh)
love.graphics.pop()
end
return uiElement return uiElement

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@ -3,22 +3,256 @@ local AnimationNode = require "lib.animation_node"
local Element = require "lib.simple_ui.element" local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect" local Rect = require "lib.simple_ui.rect"
local SkillRow = require "lib.simple_ui.level.skill_row" local SkillRow = require "lib.simple_ui.level.skill_row"
local Color = require "lib.simple_ui.color"
--- @class BarElement : UIElement
--- @field getter fun() : number
--- @field value number
--- @field maxValue number
--- @field color Color
--- @field useDividers boolean
--- @field drawText boolean
local barElement = setmetatable({}, Element)
barElement.__index = barElement
barElement.useDividers = false
barElement.drawText = false
function barElement:update(dt)
local val = self.getter()
self.value = val < 0 and 0 or val > self.maxValue and self.maxValue or val
end
function barElement:draw()
local valueWidth = self.bounds.width * self.value / self.maxValue
local emptyWidth = self.bounds.width - valueWidth
--- шум
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setShader()
--- закраска пустой части
love.graphics.setColor(0.05, 0.05, 0.05)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x + valueWidth, self.bounds.y, emptyWidth,
self.bounds.height)
love.graphics.setBlendMode("alpha")
--- закраска значимой части её цветом
love.graphics.setColor(self.color.r, self.color.g, self.color.b)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, valueWidth,
self.bounds.height)
love.graphics.setBlendMode("alpha")
--- мерки
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
if self.useDividers then
local count = self.maxValue - 1
local measureWidth = self.bounds.width / self.maxValue
for i = 1, count, 1 do
love.graphics.line(self.bounds.x + i * measureWidth, self.bounds.y, self.bounds.x + i * measureWidth,
self.bounds.y + self.bounds.height)
end
end
love.graphics.setColor(1, 1, 1)
--- текст поверх
if self.drawText then
love.graphics.printf(tostring(self.value) .. "/" .. tostring(self.maxValue), self.bounds.x,
self.bounds.y, self.bounds.width, "center")
end
self:drawGradientOverlay()
end
--- @class BottomBars : UIElement
--- @field hpBar BarElement
--- @field manaBar BarElement
local bottomBars = setmetatable({}, Element)
bottomBars.__index = bottomBars;
--- @param cid Id
function bottomBars.new(cid)
local t = setmetatable({}, bottomBars)
t.hpBar =
barElement:new {
getter = function()
local char = Tree.level.characters[cid]
return char:try(Tree.behaviors.stats, function(stats)
return stats.hp or 0
end)
end,
color = Color { r = 130 / 255, g = 8 / 255, b = 8 / 255 },
drawText = true,
maxValue = 20
}
t.manaBar =
barElement:new {
getter = function()
local char = Tree.level.characters[cid]
return char:try(Tree.behaviors.stats, function(stats)
return stats.mana or 0
end)
end,
color = Color { r = 51 / 255, g = 105 / 255, b = 30 / 255 },
useDividers = true,
maxValue = 10
}
return t
end
function bottomBars:update(dt)
local height = 14
local margin = 2
self.bounds.height = height
self.bounds.y = self.bounds.y - height
self.hpBar.bounds = Rect {
width = -2 * margin + self.bounds.width / 2,
height = height,
x = self.bounds.x + margin,
y = self.bounds.y
}
self.manaBar.bounds = Rect {
width = -2 * margin + self.bounds.width / 2,
height = height,
x = self.bounds.x + margin + self.bounds.width / 2,
y = self.bounds.y
}
self.hpBar:update(dt)
self.manaBar:update(dt)
end
function bottomBars:draw()
-- шум
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setShader()
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setBlendMode("alpha")
self.hpBar:draw()
self.manaBar:draw()
end
local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
--- @class CharacterPanel : UIElement
--- @field animationNode AnimationNode
--- @field state "show" | "idle" | "hide"
--- @field skillRow SkillRow
--- @field bars BottomBars
local characterPanel = setmetatable({}, Element)
characterPanel.__index = characterPanel
function characterPanel.new(characterId)
local t = {}
t.state = "show"
t.skillRow = SkillRow(characterId)
t.bars = bottomBars.new(characterId)
return setmetatable(t, characterPanel)
end
function characterPanel:show()
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "show"
end,
duration = 300,
onEnd = function()
self.state = "idle"
end,
easing = easing.easeOutCubic
}:run()
end
function characterPanel:hide()
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "hide"
end,
duration = 300,
easing = easing.easeOutCubic
}:run()
end
function characterPanel:update(dt)
if self.animationNode then self.animationNode:update(dt) end
self.skillRow:update(dt)
self.bars.bounds = Rect {
width = self.skillRow.bounds.width,
x = self.skillRow.bounds.x,
y = self.skillRow.bounds.y
}
self.bars:update(dt)
self.bounds = Rect {
x = self.bars.bounds.x,
y = self.bars.bounds.y,
width = self.bars.bounds.width,
height = self.bars.bounds.height + self.skillRow.bounds.height
}
--- анимация появления
local alpha = 1
if self.state == "show" then
alpha = self.animationNode:getValue()
elseif self.state == "hide" then
alpha = 1 - self.animationNode:getValue()
end
local revealShader = Tree.assets.files.shaders.reveal
revealShader:send("t", alpha)
end
function characterPanel:draw()
love.graphics.setCanvas(c)
love.graphics.clear()
self.skillRow:draw()
self.bars:draw()
self:drawBorder("outer")
--- рисуем текстуру шейдером появления
love.graphics.setCanvas()
love.graphics.setShader(Tree.assets.files.shaders.reveal)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(c)
love.graphics.setColor(1, 1, 1)
love.graphics.setShader()
end
-----------------------------------
local layout = {} local layout = {}
function layout:update(dt) function layout:update(dt)
local cid = Tree.level.selector:selected() local cid = Tree.level.selector:selected()
if cid then if cid then
self.skillRow = SkillRow(cid) self.characterPanel = characterPanel.new(cid)
self.skillRow:show() self.characterPanel:show()
elseif Tree.level.selector:deselected() then elseif Tree.level.selector:deselected() then
self.skillRow:hide() self.characterPanel:hide()
end end
if self.skillRow then self.skillRow:update(dt) end if self.characterPanel then self.characterPanel:update(dt) end
end end
function layout:draw() function layout:draw()
if self.skillRow then self.skillRow:draw() end if self.characterPanel then self.characterPanel:draw() end
end end
return layout return layout

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@ -0,0 +1,2 @@
local UI_SCALE = 0.8 -- выдуманное значение для dependency injection
return UI_SCALE

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@ -1,18 +1,19 @@
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons) local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
local easing = require "lib.utils.easing"
local AnimationNode = require "lib.animation_node"
local Element = require "lib.simple_ui.element" local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect" local Rect = require "lib.simple_ui.rect"
local UI_SCALE = require "lib.simple_ui.level.scale"
--- @class SkillButton : UIElement --- @class SkillButton : UIElement
--- @field hovered boolean --- @field hovered boolean
--- @field selected boolean --- @field selected boolean
--- @field onClick function? --- @field onClick function?
--- @field icon string --- @field icon? string
local skillButton = setmetatable({}, Element) local skillButton = setmetatable({}, Element)
skillButton.__index = skillButton skillButton.__index = skillButton
function skillButton:update(dt) function skillButton:update(dt)
if not self.icon then return end
local mx, my = love.mouse.getPosition() local mx, my = love.mouse.getPosition()
if self:hitTest(mx, my) then if self:hitTest(mx, my) then
self.hovered = true self.hovered = true
@ -26,22 +27,33 @@ function skillButton:update(dt)
end end
function skillButton:draw() function skillButton:draw()
love.graphics.push() love.graphics.setLineWidth(2)
love.graphics.applyTransform(self.transform)
local r, g, b, a = love.graphics.getColor()
if self.selected then if not self.icon then
love.graphics.setColor(0.3, 1, 0.3, a) love.graphics.setColor(0.05, 0.05, 0.05)
elseif self.hovered then love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setColor(0.7, 1, 0.7, a) self:drawBorder("inner")
else return
love.graphics.setColor(1, 1, 1, a)
end end
love.graphics.translate(0, self.bounds.y) local quad = icons:pickQuad(self.icon)
love.graphics.draw(icons.atlas, icons:pickQuad(self.icon)) love.graphics.push()
love.graphics.translate(self.bounds.x, self.bounds.y)
love.graphics.scale(self.bounds.width / icons.tileSize, self.bounds.height / icons.tileSize)
love.graphics.draw(icons.atlas, quad)
love.graphics.pop() love.graphics.pop()
self:drawBorder("inner")
if self.selected then
love.graphics.setColor(0.3, 1, 0.3, 0.5)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
elseif self.hovered then
love.graphics.setColor(0.7, 1, 0.7, 0.5)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
end
love.graphics.setColor(1, 1, 1)
end end
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
@ -49,8 +61,6 @@ end
--- @class SkillRow : UIElement --- @class SkillRow : UIElement
--- @field characterId Id --- @field characterId Id
--- @field selected SkillButton? --- @field selected SkillButton?
--- @field animationNode AnimationNode
--- @field state "show" | "idle" | "hide"
--- @field children SkillButton[] --- @field children SkillButton[]
local skillRow = setmetatable({}, Element) local skillRow = setmetatable({}, Element)
skillRow.__index = skillRow skillRow.__index = skillRow
@ -60,7 +70,6 @@ skillRow.__index = skillRow
function skillRow.new(characterId) function skillRow.new(characterId)
local t = { local t = {
characterId = characterId, characterId = characterId,
state = "show",
children = {} children = {}
} }
@ -71,7 +80,6 @@ function skillRow.new(characterId)
for i, spell in ipairs(behavior.spellbook) do for i, spell in ipairs(behavior.spellbook) do
local skb = skillButton:new { icon = spell.tag } local skb = skillButton:new { icon = spell.tag }
skb.onClick = function() skb.onClick = function()
if t.state ~= "idle" then return end
skb.selected = not skb.selected skb.selected = not skb.selected
if t.selected then t.selected.selected = false end if t.selected then t.selected.selected = false end
t.selected = skb t.selected = skb
@ -88,75 +96,79 @@ function skillRow.new(characterId)
end end
end) end)
for i = #t.children + 1, 7, 1 do
t.children[i] = skillButton:new {}
end
return t return t
end end
function skillRow:show()
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "show"
end,
duration = 300,
onEnd = function()
self.state = "idle"
end,
easing = easing.easeOutCubic
}:run()
end
function skillRow:hide()
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "hide"
end,
duration = 300,
easing = easing.easeOutCubic
}:run()
end
function skillRow:update(dt) function skillRow:update(dt)
if self.animationNode then self.animationNode:update(dt) end local iconSize = 64 * UI_SCALE
local iconSize = icons.tileSize
local scale = (64 / iconSize)
local screenW, screenH = love.graphics.getDimensions() local screenW, screenH = love.graphics.getDimensions()
local padding = 8 local padding, margin = 8, 4
local count = #self.children local count = #self.children -- слоты под скиллы
self.bounds = Rect { self.bounds = Rect {
width = count * icons.tileSize + (count - 1) * padding, width = iconSize * count + (count + 1) * margin,
height = iconSize, height = iconSize + 2 * margin,
y = self.state == "show" and 10 * (1 - self.animationNode:getValue()) or 0
} }
self.transform = love.math.newTransform():translate(screenW / 2, self.bounds.y = screenH - self.bounds.height - padding -- отступ снизу
screenH - 16):scale(scale, scale):translate(-self.bounds.width / 2, -iconSize) self.bounds.x = screenW / 2 - self.bounds.width / 2
for i, skb in ipairs(self.children) do for i, skb in ipairs(self.children) do
skb.bounds = Rect { height = iconSize, width = iconSize } skb.bounds = Rect { x = self.bounds.x + margin + (i - 1) * (iconSize + margin), -- друг за другом, включая первый отступ от границы
skb.transform = self.transform:clone():translate(self.bounds.x + (i - 1) * iconSize + y = self.bounds.y + margin, height = iconSize, width = iconSize }
(i - 1) *
padding, -- левый край ряда + размер предыдущих иконок + размер предыдущих отступов
self.bounds.y -- высота не меняется
)
skb:update(dt) skb:update(dt)
end end
end end
local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
function skillRow:draw() function skillRow:draw()
local alpha = 1 local oldCanvas = love.graphics.getCanvas()
if self.state == "show" then love.graphics.setCanvas({ c, stencil = true })
alpha = self.animationNode:getValue() love.graphics.clear()
elseif self.state == "hide" then love.graphics.setColor(1, 1, 1)
alpha = 1 - self.animationNode:getValue()
end -- сначала иконки скиллов
love.graphics.setColor(1, 1, 1, alpha)
for _, skb in ipairs(self.children) do for _, skb in ipairs(self.children) do
skb:draw() skb:draw()
end end
-- маска для вырезов под иконки
love.graphics.setShader(Tree.assets.files.shaders.alpha_mask)
love.graphics.stencil(function()
local mask = Tree.assets.files.masks.rrect32
local maskSize = mask:getWidth()
for _, skb in ipairs(self.children) do
love.graphics.draw(mask, skb.bounds.x, skb.bounds.y, 0,
skb.bounds.width / maskSize, skb.bounds.height / maskSize)
end
end, "replace", 1)
love.graphics.setShader()
-- дальше рисуем панель, перекрывая иконки
love.graphics.setStencilTest("less", 1)
-- шум
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setShader()
-- фон
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setBlendMode("alpha")
love.graphics.setStencilTest()
--затенение
self:drawGradientOverlay()
love.graphics.setColor(1, 1, 1)
love.graphics.setCanvas(oldCanvas)
love.graphics.draw(c)
end end
return skillRow.new return skillRow.new

View File

@ -18,7 +18,7 @@ function rect.new(table)
end end
function rect:hasPoint(x, y) function rect:hasPoint(x, y)
return x >= self.x and x < self.width and y >= self.y and y < self.height return x >= self.x and x < self.x + self.width and y >= self.y and y < self.y + self.height
end end
return rect.new return rect.new

View File

@ -18,7 +18,7 @@ function love.load()
end end
Tree.level.turnOrder:endRound() Tree.level.turnOrder:endRound()
print("Now playing:", Tree.level.turnOrder.current) print("Now playing:", Tree.level.turnOrder.current)
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true }) love.window.setMode(1280, 720, { resizable = false, msaa = 0, vsync = true })
end end
local lt = "0" local lt = "0"