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@devilstower
Created October 21, 2012 16:33
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Cider Controls 1.5
--# Frame
Frame = class()
-- Frame
-- ver. 1.5
-- a simple rectangle for holding controls.
-- ====================
function Frame:init(left, bottom, right, top)
self.left = left
self.right = right
self.bottom = bottom
self.top = top
end
function Frame:inset(dx, dy)
self.left = self.left + dx
self.right = self.right - dx
self.bottom = self.bottom + dy
self.top = self.top - dy
end
function Frame:offset(dx, dy)
self.left = self.left + dx
self.right = self.right + dx
self.bottom = self.bottom + dy
self.top = self.top + dy
end
function Frame:draw()
pushStyle()
rectMode(CORNERS)
rect(self.left, self.bottom, self.right, self.top)
popStyle()
end
function Frame:roundRect(r)
pushStyle()
insetPos = vec2(self.left + r,self.bottom + r)
insetSize = vec2(self:width() - 2 * r,self:height() - 2 * r)
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
function Frame:gloss(baseclr)
local i, t, r, g, b, y
pushStyle()
if baseclr == nil then baseclr = color(194, 194, 194, 255) end
fill(baseclr)
rectMode(CORNERS)
rect(self.left, self.bottom, self.right, self.top)
r = baseclr.r
g = baseclr.g
b = baseclr.b
for i = 1 , self:height() / 2 do
r = r - 1
g = g - 1
b = b - 1
stroke(r, g, b, 255)
y = (self.bottom + self.top) / 2
line(self.left, y + i, self.right, y + i)
line(self.left, y - i, self.right, y - i)
end
popStyle()
end
function Frame:shade(base, step)
pushStyle()
strokeWidth(1)
for y = self.bottom, self.top do
i = self.top - y
stroke(base - i * step, base - i * step, base - i * step, 255)
line(self.left, y, self.right, y)
end
popStyle()
end
function Frame:touched(touch)
if touch.x >= self.left and touch.x <= self.right then
if touch.y >= self.bottom and touch.y <= self.top then
return true
end
end
return false
end
function Frame:ptIn(x, y)
if x >= self.left and x <= self.right then
if y >= self.bottom and y <= self.top then
return true
end
end
return false
end
function Frame:overlaps(f)
if self.left > f.right or self.right < f.left or
self.bottom > f.top or self.top < f.bottom then
return false
else
return true
end
end
function Frame:width()
return self.right - self.left
end
function Frame:height()
return self.top - self.bottom
end
function Frame:midX()
return (self.left + self.right) / 2
end
function Frame:midY()
return (self.bottom + self.top) / 2
end
--# Control
Control = class(Frame)
-- Control 1.0
-- =====================
-- Designed for use with Cider controls
-- Used alone, and as a base class for other controls
-- =====================
TOP = 1
MIDDLE = 2
BOTTOM = 3
function Control:init(s, left, bottom, right, top)
Frame.init(self, left, bottom, right, top)
self.font = "ArialMT"
self.fontSize = 16
self.textAlign = LEFT
self.vertAlign = TOP
self.text = s
self.background = color(63, 105, 149, 255)
self.foreground = color(14, 14, 14, 255)
self.highlight = color(112, 226, 78, 255)
self.selected = 1
self.value = 1
self.active = true
self.controlName = "Control"
end
function Control:draw()
local i, h, w, x
pushStyle()
noStroke()
fill(self.background)
Frame.draw(self)
fill(0, 0, 0, 3)
for i = 1,10 do
rect(self.left, self.bottom, self:width(), self:height()/(i))
end
fill(self.foreground)
textAlign(LEFT)
textMode(CORNER)
font(self.font)
fontSize(self.fontSize)
w, h = textSize(self.text)
if self.textAlign == LEFT then
x = self.left + 4
elseif self.textAlign == CENTER then
x = self:midX() - w / 2
elseif self.textAlign == RIGHT then
x = self.right - w - 8
end
if self.vertAlign == TOP then
text(self.text, x, self.top - h)
elseif self.vertAlign == MIDDLE then
text(self.text, x, self:midY()- h/2)
elseif self.vertAlign == BOTTOM then
text(self.text, x, self.bottom + 4)
end
popStyle()
end
function Control:initString()
return self.controlName.."('"..self.text.."', " ..
self.left..", "..self.bottom..", "..
self.right..", "..self.top..")"
end
--# CheckBox
CheckBox = class(Control)
-- CheckBox 1.1
-- =====================
-- Designed for use with the Cider interface designer
-- A two-state inducator that alters state on touch
-- =====================
function CheckBox:init(t, left, bottom, right, top)
Control.init(self, t, left, bottom, right, top)
self.controlName = "CheckBox"
end
function CheckBox:draw()
pushStyle()
noStroke()
fill(self.background)
ellipse(self.left + 20, self:midY(), 40)
if self.selected then
fill(self.highlight.r, self.highlight.g, self.highlight.b, 99)
ellipse(self.left + 20, self:midY(), 35)
fill(self.highlight)
ellipse(self.left + 20, self:midY(), 25)
fill(255, 255, 255, 53)
ellipse(self.left + 20, self:midY() + 5, 20, 10)
fill(0, 0, 0, 33)
ellipse(self.left + 20, self:midY() - 6, 20, 10)
else
fill(0, 0, 0, 80)
ellipse(self.left + 20, self:midY(), 25)
end
fill(self.foreground)
textAlign(LEFT)
textMode(CORNER)
font(self.font)
fontSize(self.fontSize)
text(self.text, self.left + 45, self:midY()- 8)
popStyle()
end
function CheckBox:touched(touch)
if self:ptIn(touch.x, touch.y) then
if touch.state == BEGAN then
self.selected = not self.selected
end
return true
end
return false
end
--# Dialog
Dialog = class(Control)
-- Dialog 1.0
-- =====================
-- Designed for use with the Cider controls
-- A simple pop up window for other controls
-- =====================
function Dialog:init(t, left, bottom, right, top)
Control.init(self, t, left, bottom, right, top)
self.controlName = "Dialog"
self.text = t
self.inner = Frame(left + 4, bottom + 4, right - 4, top - 40)
self.background = color(255, 255, 255, 255)
end
function Dialog:draw()
pushMatrix()
pushStyle()
textMode(CENTER)
textAlign(CENTER)
fill(self.foreground)
stroke(self.foreground)
strokeWidth(2)
self:roundRect(8)
fill(self.background)
stroke(self.background)
text(self.text, self:midX(), self.top - 20)
self.inner:roundRect(10)
popStyle()
popMatrix()
end
--# ColorSelector
ColorSelector = class(Control)
function ColorSelector:init(x, y)
Control.init(self, "", x, y, x + 250, y + 250)
sldRed = Slider("", 70, 200, 220, 220, 0, 256, 0)
sldGreen = Slider("", 70, 160, 220, 180, 0, 256, 0)
sldBlue = Slider("", 70, 120, 220, 140, 0, 256, 0)
sldAlpha = Slider("", 70, 80, 220, 100, 0, 256, 0)
ctlSample = Control("", 70, 10, 220, 60)
self.background = color(203, 203, 203, 255)
end
function ColorSelector:setColor(c)
sldRed.val = c.r
sldGreen.val = c.g
sldBlue.val = c.b
sldAlpha.val = c.a
end
function ColorSelector:draw()
pushStyle()
pushMatrix()
self:offset(4, -4)
self.background = color(47, 47, 47, 99)
Control.draw(self)
self:offset(-4, 4)
self.background = color(206, 206, 206, 255)
Control.draw(self)
translate(self.left, self.bottom)
sldRed:draw()
sldGreen:draw()
sldBlue:draw()
sldAlpha:draw()
ctlSample:draw()
fill(21, 21, 21, 255)
textAlign(LEFT)
textMode(CORNER)
text("Red", sldRed.left - 60, sldRed.bottom)
text("Green", sldRed.left - 60, sldGreen.bottom)
text("Blue", sldRed.left - 60, sldBlue.bottom)
text("Alpha", sldRed.left - 60, sldAlpha.bottom)
popMatrix()
popStyle()
end
function ColorSelector:getColor()
local c
c = color(sldRed.val, sldGreen.val, sldBlue.val, sldAlpha.val)
return c
end
function ColorSelector:touched(touch)
local tt
if Control.touched(self, touch) then
tt = Ttouch(touch)
tt:translate(self.left, self.bottom)
sldRed:touched(tt)
sldGreen:touched(tt)
sldBlue:touched(tt)
sldAlpha:touched(tt)
ctlSample.background = self:getColor()
return true
else
return false
end
end
--# DropList
DropList = class(Control)
-- DropList 1.2
-- =====================
-- Designed for use with the Cider interface designer
-- drop down menu item list
-- =====================
function DropList:init(s, left, bottom, right, top)
Control.init(self, s, left, bottom, right, top)
self.controlName = "DropList"
self.itemText = {}
self.open = false
self:splitText()
end
function DropList:splitText()
local i, k
i = 0
for k in string.gmatch(self.text,"([^;]+)") do
i = i + 1
self.itemText[i] = k
end
end
function DropList:draw()
local i, t, h
pushStyle()
font(self.font)
fontSize(self.fontSize)
textMode(CENTER)
stroke(self.foreground)
fill(self.background)
Frame.draw(self)
fill(self.foreground)
if self.open then
for i, t in ipairs(self.itemText) do
text(t, self:midX(), self.top - i * 30 + 15)
end
strokeWidth(2)
stroke(243, 9, 9, 255)
line(self.left + 4, self.top - self.selected * 30,
self.right - 4, self.top - self.selected * 30)
line(self.left + 4, self.top - self.selected * 30 + 30,
self.right - 4, self.top - self.selected * 30 + 30)
else
text(self.itemText[self.selected], self:midX(), self:midY())
end
popStyle()
end
function DropList:touched(touch)
local h
h = #self.itemText * 30
if self:ptIn(touch.x, touch.y) then
if not self.open then
if touch.state == BEGAN then
self.open = true
self.bottom = self.top - h
end
else
self.selected =
math.floor((self.top - touch.y) / 30)
if self.selected < 1 then self.selected = 1
elseif self.selected > #self.itemText then
self.selected = #self.itemText
end
end
end
if touch.state == ENDED then
self.open = false
self.bottom = self.top - 30
end
end
--# IconButton
IconButton = class(Control)
-- IconButton
-- ver. 1.1
-- a simple control that centers an image in a frame
-- ====================
-- 1.1 derives from Control class, refactored
function IconButton:init(s, left, bottom, right, top, img)
Control.init(self, s, left, bottom, right, top)
self.controlName = "IconButton"
self.foreground = color(191, 191, 191, 255)
self.background = color(91, 91, 91, 255)
self.img = img
self.textAlign = CENTER
self.vertAlign = BOTTOM
end
function IconButton:draw()
local h, w
w, h = textSize(self.text)
pushStyle()
Control.draw(self)
sprite(self.img, self:midX(), self:midY() + h / 2)
popStyle()
end
--# Label
Label = class(Control)
-- Label
-- ver. 1.5
-- a control for basic text label
-- ====================
-- 1.5 derives from Control class, refactored
function Label:init(s, left, bottom, right, top)
Control.init(self, s, left, bottom, right, top)
self.controlName = "IconButton"
self.textAlign = LEFT
end
function Label:draw()
pushStyle()
font(self.font)
textMode(self.textAlign)
fontSize(self.fontSize)
fill(self.foreground)
text(self.text, self:midX(), self:midY())
popStyle()
end
--# Main
-- Cider Controls 1.5
-- =====================
-- Designed for use with the Cider interface designer
-- Use this file to test and demostrate controls in the library
-- =====================
function setup()
ctlText = Control("Text Boxes", 20, HEIGHT - 300, 300, HEIGHT - 50)
ctlText.background = color(181, 141, 203, 255)
txtTest = TextBox("Text Box", 40, HEIGHT - 120, 280, HEIGHT - 90)
txtTestC = TextBox("Text Box", 40, HEIGHT - 160, 280, HEIGHT - 130)
txtTestR = TextBox("Text Box", 40, HEIGHT - 200, 280, HEIGHT - 170)
txtLong = TextBox("Now is the winter of our discontent",
70, HEIGHT - 280, 280, HEIGHT - 210)
txtTestC.textAlign = CENTER
txtTestR.textAlign = RIGHT
ctlSwitch = Control("Switches", 320, HEIGHT - 300, WIDTH - 20,
HEIGHT - 50)
ctlSwitch.background = color(255, 182, 0, 255)
swtTest = Switch("On;Off", 340, 900, 440, 930, 14, 48, 14)
chkTest = CheckBox("Check box", 340, 850, 440, 880)
ctlSlider = Control("Sliders", 20, HEIGHT - 500,
WIDTH - 20, HEIGHT - 330)
ctlSlider.background = color(223, 200, 168, 255)
sldTest = Slider("", 70, HEIGHT - 400, 400, HEIGHT - 370,
0, 111, 20)
ntsTest = NotchSlider("A;B;C", 90, HEIGHT - 460, 360, HEIGHT - 430)
ctlButton = Control("Buttons", 20, 170, WIDTH - 20, 480)
mlbTest = MultiButton("Left;Center;Right", 100, 400, 450, 440)
btnTest = TextButton("Button", 100, 330, 250, 370)
icbTest = IconButton("IconButton", 100, 200, 200, 300,
"Small World:Flag")
dlgTest = Dialog("Dialog Test", 100, 300, WIDTH - 100, 600)
showDialog = false
clrPicker = ColorSelector(100, 100)
showColor = false
end
-- This function gets called once every frame
function draw()
-- This sets a dark background color
background(181, 181, 181, 255)
-- This sets the line thickness
strokeWidth(5)
-- Do your drawing here
ctlText:draw()
ctlSwitch:draw()
ctlSlider:draw()
ctlButton:draw()
btnTest:draw()
txtTest:draw()
txtTestC:draw()
txtTestR:draw()
txtLong:draw()
swtTest:draw()
sldTest:draw()
mlbTest:draw()
icbTest:draw()
chkTest:draw()
ntsTest:draw()
if showDialog then
sound(SOUND_JUMP, 24666)
dlgTest:draw()
end
if showColor then
clrPicker:draw()
end
end
function touched(touch)
if showColor then
showColor = clrPicker:touched(touch)
icbTest.background = clrPicker:getColor()
end
if btnTest:touched(touch) then
showDialog = true
end
if icbTest:touched(touch) then
showColor = true
end
if dlgTest:touched(touch) then
showDialog = false
end
txtTest:touched(touch)
txtTestC:touched(touch)
txtTestR:touched(touch)
txtLong:touched(touch)
if swtTest:touched(touch) then
CCActiveTextBox = nil
end
sldTest:touched(touch)
mlbTest:touched(touch)
chkTest:touched(touch)
ntsTest:touched(touch)
end
function keyboard(key)
if CCActiveTextBox then
CCActiveTextBox:acceptKey(key)
end
end
--# MultiButton
MultiButton = class(Control)
-- MultiButton 1.2
-- =====================
-- Designed for use with the Cider Controls
-- Allows selecting between 2-x choices
-- =====================
function MultiButton:init(s, left, bottom, right, top)
Control.init(self, s, left, bottom, right, top)
self.controlName = "MultiButton"
self.itemText = {}
self:splitText()
self.background = color(136, 168, 199, 255)
end
function MultiButton:splitText()
local i, k
i = 0
for k in string.gmatch(self.text,"([^;]+)") do
i = i + 1
self.itemText[i] = k
end
end
function MultiButton:draw()
local w, i, b, h
pushStyle()
w = (self:width()) / #self.itemText
h = self:height()
strokeWidth(2)
fill(self.background)
stroke(self.foreground)
self:roundRect(6)
noStroke()
stroke(self.background)
self:inset(2, 2)
self:roundRect(6)
self:inset(-2, -2)
stroke(self.foreground)
textMode(CENTER)
font(self.font)
fontSize(self.fontSize)
for i, b in ipairs(self.itemText) do
fill(self.foreground)
strokeWidth(2)
if i < #self.itemText then
line(self.left + i * w, self.top,
self.left + i * w, self.bottom)
end
text(b, (self.left + i * w) - (w / 2), self:midY())
noStroke()
fill(0, 0, 0, 22)
if i ~= self.selected then
h = self:height()
rect(self.left + i * w - w, self.bottom,
w, h * 0.6 )
rect(self.left + i * w - w, self.bottom,
w, h * 0.4 )
rect(self.left + i * w - w, self.bottom,
w, h * 0.2 )
else
fill(self.highlight)
rect(self.left + i * w - w + 1, self.bottom + 3,
w - 2, self:height() - 6)
fill(0, 0, 0, 28)
rect(self.left + i * w - w, self:midY() - h/4,
w, self:height() * 0.6)
rect(self.left + i * w - w, self:midY(),
w, self:height() * 0.4 )
rect(self.left + i * w - w, self:midY() + h/4,
w, self:height() * 0.3 )
fill(self.foreground)
text(b, (self.left + i * w) - (w / 2), self:midY())
end
end
popStyle()
end
function MultiButton:touched(touch)
if self:ptIn(touch.x, touch.y) then
if touch.state == BEGAN then
w = (self:width()) / #self.itemText
i = math.floor((touch.x - self.left) / w) + 1
self.selected = i
end
return true
end
end
--# NotchSlider
NotchSlider = class(Control)
-- NotchSlider 1.0
-- =====================
-- Designed for use with Cider controls
-- offers option of sliding to preset positions
-- =====================
function NotchSlider:init(s, left, bottom, right, top)
Control.init(self, s, left, bottom, right, top)
self.controlName = "NotchSlider"
self.itemText = {}
self:splitText()
end
function NotchSlider:splitText()
local i, k
i = 0
for k in string.gmatch(self.text,"([^;]+)") do
i = i + 1
self.itemText[i] = k
end
end
function NotchSlider:draw()
local x, i, scale
pushStyle()
font(self.font)
fontSize(self.fontSize)
textAlign(CENTER)
textMode(CENTER)
strokeWidth(20)
stroke(self.background)
fill(self.background)
line(self.left, self:midY(), self.right, self:midY())
if #self.itemText > 1 then
x = self:width() / (#self.itemText - 1)
for i = 1, #self.itemText do
fill(self.background)
stroke(self.background)
ellipse(self.left + (i-1) * x, self:midY(), 35)
fill(self.foreground)
text(self.itemText[i], self.left + (i-1) * x,
self:midY() + 25)
end
x = self.left + (self.selected - 1) * x
else
x = self:midX()
end
fill(0, 0, 0, 16)
noStroke()
ellipse(x, self:midY() - 12, 25, 12)
ellipse(x, self:midY() - 10, 45, 30)
strokeWidth(12)
stroke(self.highlight)
ellipse(x, self:midY(), 40)
fill(255, 255, 255, 56)
noStroke()
ellipse(x, self:midY() + 12, 25, 12)
popStyle()
end
function NotchSlider:touched(touch)
local x, scale
if touch.state == BEGAN or touch.state == MOVING then
if self:ptIn(touch.x, touch.y) then
if #self.itemText > 1 then
scale = self:width() / (#self.itemText - 1)
x = touch.x - self.left + 20
self.selected = math.floor(x / scale) + 1
end
return true
end
end
end
--# PopMenu
PopMenu = class()
-- PopMenu
-- ver. 1.0
-- a control that provides a simple menu
-- warning: not looked at in a LONG time
-- ====================
function PopMenu:init(x, y)
self.x = x
self.y = y
self.items={}
self.frames = {}
end
function PopMenu:draw()
local h, w, x, i
pushStyle()
h = 10
w = 100
for i, item in ipairs(self.items) do
h = h + 60
if string.len(item) * 20 > w then
w = string.len(item) * 20
end
end
w = w + 20
fill(0, 0, 0, 255)
rect(self.x, self.y, w, h)
textAlign(CENTER)
for i, item in ipairs(self.items) do
self.frames[i] = Frame(self.x + 10, self.y + i * 60 - 50,
self.x + w - 10, self.y + i * 60 )
self.frames[i]:gloss(color(255, 255, 255, 255))
x = self.x + w / 2
text(item, x, self.y + i * 60 - 24)
end
popStyle()
end
function PopMenu:touched(touch)
local i
for i, frame in ipairs(self.frames) do
if frame:touched(touch) then
fill(255, 14, 0, 255)
frame:draw()
return i
end
end
return nil
end
--# Slider
Slider = class(Control)
-- Slider 1.3
-- =====================
-- Designed for use with Cider controls
-- offers option of sliding to 1-x values
-- =====================
-- 1.3 refactored, based on Control class
function Slider:init(s, left, bottom, right, top, min, max, val)
Control.init(self, s, left, bottom, right, top)
self.controlName = "Slider"
self.min = min
self.max = max
self.val = val
end
function Slider:draw()
local x, y, scale
pushStyle()
font(self.font)
fontSize(self.fontSize)
stroke(self.foreground)
fill(self.background)
h, w = textSize(self.max)
scale = (self:width() - h * 2) / (self.max - self.min)
x = self.left + h + ((self.val - self.min) * scale)
y = self:midY()
strokeWidth(15)
stroke(self.background)
line(self.left + h, y, self.right - h, y)
stroke(self.highlight)
line(self.left + h, y, x, y)
stroke(255, 255, 255, 29)
strokeWidth(7)
line(self.left + h, y +4, x, y + 4)
strokeWidth(3)
stroke(self.foreground)
fill(self.highlight)
ellipse(x, y, 20)
fill(self.foreground)
h, w = textSize("Slider")
textMode(CENTER)
textAlign(LEFT)
text(self.min, self.left, y)
textAlign(RIGHT)
text(self.max, self.right, y)
textAlign(CENTER)
text(self.text, self:midX(), y + h)
if self.val > self.min and self.val < self.max then
text(self.val, x, y + h / 2)
end
popStyle()
end
function Slider:touched(touch)
local x, scale
if touch.state == BEGAN or touch.state == MOVING then
if self:ptIn(touch.x, touch.y) then
x = touch.x - self.left - 10
scale = ((self.right - self.left) - 20) /
(self.max - self.min)
self.val = math.floor(x / scale) + self.min
if self.val < self.min then
self.val = self.min
elseif self.val > self.max then
self.val = self.max
end
return true
end
end
end
function Slider:initString()
return "Slider('"..self.text.."', " ..
self.left..", "..self.bottom..", "..
self.right..", "..self.top..", "..self.min..", "..
self.max..", "..self.val..")"
end
--# Switch
Switch = class(Control)
-- Switch 1.3
-- =====================
-- Designed for use with Cider controls
-- two-position selector
-- =====================
-- 1.3 cosmetic changes, refactored, based on Control
function Switch:init(s, left, bottom, right, top)
Control.init(self, s, left, bottom, right, top)
self.controlName = "Switch"
self.itemText = {}
self:splitText()
end
function Switch:splitText()
local i, k
i = 0
for k in string.gmatch(self.text,"([^;]+)") do
i = i + 1
self.itemText[i] = k
end
end
function Switch:draw()
pushStyle()
font(self.font)
fontSize(self.fontSize)
strokeWidth(1)
if self.selected then
stroke(self.highlight)
fill(self.highlight)
h = self:height()
self:roundRect(h/2)
fill(255, 255, 255, 53)
rect(self.left + h/2, self.top - 10, self:width() - h, 8)
noStroke()
stroke(self.foreground)
fill(0, 0, 0, 39)
ellipse(self.right - h/2 + 4, self:midY(), self:height() - 4)
strokeWidth(1)
ellipse(self.right - h/2, self:midY(), self:height())
fill(self.foreground)
if #self.itemText > 0 then
text(self.itemText[1], self:midX(), self:midY())
end
else
fill(self.background)
stroke(self.background)
h = self:height()
self:roundRect(h/2)
fill(0, 0, 0, 18)
rect(self.left + h, self.bottom + 2, self:width() - h*1.5, 8)
noStroke()
stroke(self.foreground)
fill(0, 0, 0, 37)
ellipse(self.left + h/2 +4, self:midY(), self:height() - 4)
strokeWidth(1)
noFill()
ellipse(self.left + h/2, self:midY(), self:height())
fill(self.foreground)
if #self.itemText > 1 then
text(self.itemText[2], self:midX(), self:midY())
end
end
popStyle()
end
function Switch:touched(touch)
if self:ptIn(touch.x, touch.y) then
if touch.state == BEGAN then
self.selected = not self.selected
end
return true
else
return false
end
end
--# TextBox
TextBox = class(Control)
-- TextBox (numbers restarted, as this is a rewrite)
-- ver. 1.5
-- a control for basic string editing
-- ====================
-- 1.5 Refactored, based on Control
CCActiveTextBox = nil
function TextBox:init(s, left, bottom, right, top)
Control.init(self, s, left, bottom, right, top)
self.controlName = "TextBox"
self.background = color(255, 255, 255, 255)
self.blink = ElapsedTime
self.blinkstate = true
end
function TextBox:draw()
local x, w, h
pushStyle()
pushMatrix()
font(self.font)
textMode(CORNER)
textWrapWidth(self:width() - 8)
textAlign(self.textAlign)
fontSize(self.fontSize)
w, h = textSize(self.text)
Control.draw(self)
if self.textAlign == LEFT then
x = self.left + w + 6
elseif self.textAlign == CENTER then
x = self:midX() + w / 2 + 2
elseif self.textAlign == RIGHT then
x = self.right - 4
end
if self == CCActiveTextBox then
if self.blink < ElapsedTime - 0.3 then
self.blink = ElapsedTime
self.blinkstate = not self.blinkstate
end
if self.blinkstate then
strokeWidth(3)
stroke(self.highlight)
line(x, self.top - h, x, self.top)
end
end
popMatrix()
popStyle()
end
function TextBox:acceptKey(k)
if k ~= nil then
if string.byte(k) == nil then
if string.len(self.text) > 0 then
self.text = string.sub(self.text,
1, string.len(self.text) - 1)
end
end
self.text = self.text..k
end
end
function TextBox:touched(touch)
if self:ptIn(touch.x, touch.y) then
CCActiveTextBox = self
if not isKeyboardShowing() then showKeyboard() end
return true
else
return false
end
end
--# TextButton
TextButton = class(Control)
-- TextButton
-- ver. 1.7
-- a control for displaying a simple button
-- ====================
-- 1.7 derived from Control class, appearance changes
-- 1.6 cosmetic changes
function TextButton:init(s, left, bottom, right, top)
Control.init(self, s, left, bottom, right, top)
self.controlName = "TextButton"
self.pressed = false
self.background = color(119, 158, 199, 255)
self.highlight = color(64, 192, 66, 255)
end
function TextButton:draw()
pushStyle()
font(self.font)
fontSize(self.fontSize)
stroke(self.foreground)
fill(self.foreground)
self:roundRect(5)
self:inset(2, 2)
if self.pressed then
stroke(self.highlight)
fill(self.highlight)
else
stroke(self.background)
fill(self.background)
end
self:roundRect(5)
self:inset(-2, -2)
fill(255, 255, 255, 33)
noStroke()
rect(self.left, self:midY() - 4, self:width(), self:height() / 2)
rect(self.left, self:midY() + self:height() / 4 - 4, self:width(),
self:height() / 4)
fill(0, 0, 0, 37)
rect(self.left, self.bottom, self:width(), self:height() / 4 - 4)
fill(self.foreground)
text(self.text, self:midX(), self:midY())
popStyle()
end
function TextButton:touched(touch)
if self:ptIn(touch.x, touch.y) and touch.state ~= ENDED then
self.pressed = true
return true
else
self.pressed = false
return false
end
end
--# Ttouch
Ttouch = class()
-- Translatable Touch
-- ver. 1.0
-- maps fields of a touch but is easily modified.
-- ====================.
function Ttouch:init(touch)
self.x = touch.x
self.y = touch.y
self.state = touch.state
self.prevX = touch.prevX
self.prevY = touch.prevY
self.deltaX = touch.deltaX
self.deltaY = touch.deltaY
self.id = touch.id
self.tapCount = touch.tapCount
self.timer = 0
end
function Ttouch:translate(x, y)
self.x = self.x - x
self.y = self.y - y
end
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