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local core = require "core"
local config = require "core.config"
local style = require "core.style"
local common = require "core.common"
local Object = require "core.object"
local View = Object:extend()
-- context can be "application" or "session". The instance of objects
-- with context "session" will be closed when a project session is
-- terminated. The context "application" is for functional UI elements.
View.context = "application"
function View:new()
self.position = { x = 0, y = 0 }
self.size = { x = 0, y = 0 }
self.scroll = { x = 0, y = 0, to = { x = 0, y = 0 } }
self.cursor = "arrow"
self.scrollable = false
end
function View:move_towards(t, k, dest, rate)
if type(t) ~= "table" then
return self:move_towards(self, t, k, dest, rate)
end
local val = t[k]
if not config.transitions or math.abs(val - dest) < 0.5 then
t[k] = dest
else
rate = rate or 0.5
if config.fps ~= 60 or config.animation_rate ~= 1 then
local dt = 60 / config.fps
rate = 1 - common.clamp(1 - rate, 1e-8, 1 - 1e-8)^(config.animation_rate * dt)
end
t[k] = common.lerp(val, dest, rate)
end
if val ~= dest then
core.redraw = true
end
end
function View:try_close(do_close)
do_close()
end
function View:get_name()
return "---"
end
function View:get_scrollable_size()
return math.huge
end
function View:get_scrollbar_rect()
local sz = self:get_scrollable_size()
if sz <= self.size.y or sz == math.huge then
return 0, 0, 0, 0
end
local h = math.max(20, self.size.y * self.size.y / sz)
return
self.position.x + self.size.x - style.scrollbar_size,
self.position.y + self.scroll.y * (self.size.y - h) / (sz - self.size.y),
style.scrollbar_size,
h
end
function View:scrollbar_overlaps_point(x, y)
local sx, sy, sw, sh = self:get_scrollbar_rect()
return x >= sx - sw * 3 and x < sx + sw and y >= sy and y < sy + sh
end
function View:on_mouse_pressed(button, x, y, clicks)
if self:scrollbar_overlaps_point(x, y) then
self.dragging_scrollbar = true
return true
end
end
function View:on_mouse_released(button, x, y)
self.dragging_scrollbar = false
end
function View:on_mouse_moved(x, y, dx, dy)
if self.dragging_scrollbar then
local delta = self:get_scrollable_size() / self.size.y * dy
self.scroll.to.y = self.scroll.to.y + delta
end
self.hovered_scrollbar = self:scrollbar_overlaps_point(x, y)
end
function View:on_text_input(text)
-- no-op
end
function View:on_mouse_wheel(y)
if self.scrollable then
self.scroll.to.y = self.scroll.to.y + y * -config.mouse_wheel_scroll
end
end
function View:get_content_bounds()
local x = self.scroll.x
local y = self.scroll.y
return x, y, x + self.size.x, y + self.size.y
end
function View:get_content_offset()
local x = common.round(self.position.x - self.scroll.x)
local y = common.round(self.position.y - self.scroll.y)
return x, y
end
function View:clamp_scroll_position()
local max = self:get_scrollable_size() - self.size.y
self.scroll.to.y = common.clamp(self.scroll.to.y, 0, max)
end
function View:update()
self:clamp_scroll_position()
self:move_towards(self.scroll, "x", self.scroll.to.x, 0.3)
self:move_towards(self.scroll, "y", self.scroll.to.y, 0.3)
end
function View:draw_background(color)
local x, y = self.position.x, self.position.y
local w, h = self.size.x, self.size.y
renderer.draw_rect(x, y, w + x % 1, h + y % 1, color)
end
function View:draw_scrollbar()
local x, y, w, h = self:get_scrollbar_rect()
local highlight = self.hovered_scrollbar or self.dragging_scrollbar
local color = highlight and style.scrollbar2 or style.scrollbar
renderer.draw_rect(x, y, w, h, color)
end
function View:draw()
end
return View
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