Created
April 11, 2013 21:09
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Simple interface to create glossy buttons. uses primitives and clip() to an image - no mesh code.
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-- Glossy | |
-- Use this function to perform your initial setup | |
function setup() | |
ellipseMode(CENTER) | |
rectMode(CORNER) | |
parameter.text("myText") | |
parameter.number("bluroffset", -10,25,1.5) | |
parameter.integer("glossintensity", 1,24,8) | |
parameter.integer("blursize", -10, 10, 0) | |
parameter.integer("iter", 1, 10, 5) | |
parameter.integer("iw", 1, 500, 120) | |
parameter.integer("ih", 1, 250,40) | |
parameter.integer("edge", 3,20,8) | |
parameter.color("forecolor") | |
parameter.color("highlight") | |
parameter.integer("fontsize", 8,64, 12) | |
forecolor = color(166, 124, 78, 255) | |
highlight = color(166, 75, 173, 255) | |
btncol = forecolor | |
myText = "1" | |
end | |
-- This function gets called once every frame | |
function draw() | |
-- This sets a dark background color | |
background(40, 40, 50) | |
img = image(iw, ih) | |
setContext (img) | |
font("HelveticaNeue-Bold") | |
fontSize(fontsize) | |
clip(img.width, img.height) | |
--draw base object | |
fill(btncol) | |
roundRect(0,0,iw,ih, edge) | |
--create iterative brightening | |
for x = 1,iter do | |
strokeWidth(1) | |
blendMode(ADDITIVE) | |
stroke(0, 0, 0, 127) | |
x = glossintensity | |
fill(x,x,x, 255) | |
ellipse(iw/2,ih,iw*1.5-(x*blursize),ih-bluroffset) | |
end | |
--blur under the text itself --unused! | |
-- blendMode(MULTIPLY) | |
-- stroke(255,255,255, 255) | |
-- fill(bl,bl,bl,254) | |
-- w,h=textSize(myText) | |
--ellipse(40,20, w*1.5,h*1.5) | |
--dropshadow text | |
blendMode(NORMAL) | |
textMode(CENTER) | |
fill(46, 44, 44, 127) | |
text(myText, iw/2,ih/2+1) | |
--full-on text | |
fill(255, 255, 255, 255) | |
text(myText, iw/2,ih/2) | |
setContext() | |
clip() | |
--show it | |
screenpos = vec2(WIDTH/2, HEIGHT/2) | |
sprite(img, screenpos.x, screenpos.y) | |
img=nil | |
end | |
function touched(touch) | |
if touch.state == ENDED then | |
btncol = forecolor | |
else | |
btncol = highlight | |
end | |
end | |
--borrowed to get the rounded rect! | |
function roundRect(x,y,w,h,r) | |
pushStyle() | |
insetPos = vec2(x + r,y + r) | |
insetSize = vec2(w - 2 * r,h - 2 * r) | |
blendMode(NORMAL) -- solved the balls and lines showing through! | |
local red, green, blue, a = fill() | |
stroke(red, green, blue, a) | |
noSmooth() | |
rectMode(CORNER) | |
rect(insetPos.x, insetPos.y, insetSize.x, insetSize.y) | |
if r > 0 then | |
smooth() | |
lineCapMode(ROUND) | |
strokeWidth(r * 2) | |
line(insetPos.x, insetPos.y, | |
insetPos.x + insetSize.x, insetPos.y) | |
line(insetPos.x, insetPos.y, | |
insetPos.x, insetPos.y + insetSize.y) | |
line(insetPos.x, insetPos.y + insetSize.y, | |
insetPos.x + insetSize.x, insetPos.y + insetSize.y) | |
line(insetPos.x + insetSize.x, insetPos.y, | |
insetPos.x + insetSize.x, insetPos.y + insetSize.y) | |
end | |
popStyle() | |
end |
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