local gc=love.graphics local kb=love.keyboard local int=math.floor local format=string.format local next=next local EMPTY={} local button={ type="button", ATV=0,--activating time(0~8) } function button:reset() self.ATV=0 end function button:isAbove(x,y) return x>self.x-self.ATV and xself.y-self.ATV and y0 then self.ATV=self.ATV-1 end end end function button:draw() local x,y,w,h=self.x,self.y,self.w,self.h local r,g,b=unpack(self.color) gc.setColor(.2+r*.8,.2+g*.8,.2+b*.8,.7) gc.rectangle("fill",x-self.ATV,y-self.ATV,w+2*self.ATV,h+2*self.ATV) if self.ATV>0 then gc.setLineWidth(4) gc.setColor(1,1,1,self.ATV*.125) gc.rectangle("line",x-self.ATV+2,y-self.ATV+2,w+2*self.ATV-4,h+2*self.ATV-4) end local t=self.text if t then if type(t)=="function"then t=t()end setFont(self.font) local y0=y+h*.5-self.font*.7 gc.setColor(1,1,1,.3) gc.printf(t,x-2,y0-2,w,"center") gc.printf(t,x-2,y0+2,w,"center") gc.printf(t,x+2,y0-2,w,"center") gc.printf(t,x+2,y0+2,w,"center") gc.setColor(r*.5,g*.5,b*.5) gc.printf(t,x,y0,w,"center") end end function button:getInfo() print(format("x=%d,y=%d,w=%d,h=%d,font=%d",self.x+self.w*.5,self.y+self.h*.5,self.w,self.h,self.font)) end local switch={ type="switch", ATV=0,--activating time(0~8) CHK=0,--check alpha(0~6) } function switch:reset() self.ATV=0 self.CHK=0 end function switch:isAbove(x,y) return x>self.x and xself.y-25 and y0 then self.ATV=_-1 end end _=self.CHK if self:disp()then if _<6 then self.CHK=_+1 end else if _>0 then self.CHK=_-1 end end end function switch:draw() local x,y=self.x,self.y-25 if self.ATV>0 then gc.setColor(1,1,1,self.ATV*.08) gc.rectangle("fill",x,y,50,50) end if self.CHK>0 then gc.setColor(.9,1,.9,self.CHK/6) gc.setLineWidth(6) gc.line(x+5,y+25,x+18,y+38,x+45,y+11) end --checked gc.setLineWidth(4) gc.setColor(1,1,1,.6+self.ATV*.05) gc.rectangle("line",x,y,50,50) --frame local t=self.text if t then gc.setColor(1,1,1) setFont(self.font) gc.printf(t,x-412,y+20-self.font*.7,400,"right") end end function switch:getInfo() print(format("x=%d,y=%d,font=%d",self.x,self.y,self.font)) end local slider={ type="slider", ATV=0,--activating time(0~8) pos=0,--position shown } function slider:reset() self.ATV=0 self.pos=0 end function slider:isAbove(x,y) return x>self.x-10 and xself.y-20 and y0 then self.ATV=self.ATV-1 end end if not(self.hide and self.hide())then self.pos=self.pos*.7+self.disp()*.3 end end function slider:draw() local x,y=self.x,self.y gc.setColor(1,1,1,.5+self.ATV*.06) gc.setLineWidth(2) local x1,x2=x,x+self.w for p=0,self.unit do local x=x1+(x2-x1)*p/self.unit gc.line(x,y+7,x,y-7) end --units gc.setLineWidth(4) gc.line(x1,y,x2,y) --axis local t=self.text if t then gc.setColor(1,1,1) setFont(self.font) gc.printf(t,x-312,y-self.font*.7,300,"right") end --text local x,y,w,h=x1+(x2-x1)*self.pos/self.unit-10-self.ATV*.5,y-16-self.ATV,20+self.ATV,32+2*self.ATV gc.setColor(.8,.8,.8) gc.rectangle("fill",x,y,w,h) if self.ATV>0 then gc.setLineWidth(2) gc.setColor(1,1,1,self.ATV*.16) gc.rectangle("line",x+1,y+1,w-2,h-2) end --block end function slider:getInfo() print(format("x=%d,y=%d,w=%d",self.x,self.y,self.w)) end local WIDGET={} WIDGET.active=EMPTY--table, contains all active widgets WIDGET.sel=nil--selected widget function WIDGET.set(L) WIDGET.sel=nil WIDGET.active=L or EMPTY if L then for _,W in next,L do W:reset() end--Reset all widgets end end WIDGET.new={} function WIDGET.new.button(x,y,w,h,color,font,code,hide,N) local _={ x=x-w*.5,y=y-h*.5, w=w,h=h, color=color, font=font, code=code, hide=hide, next=N, }for k,v in next,button do _[k]=v end return _ end function WIDGET.new.switch(x,y,font,disp,code,hide,N) local _={ x=x,y=y,font=font, disp=disp, code=code, hide=hide, next=N, }for k,v in next,switch do _[k]=v end return _ end function WIDGET.new.slider(x,y,w,unit,font,change,disp,code,hide,N) local _={ x=x,y=y, w=w,unit=unit, font=font, change=change, disp=disp, code=code, hide=hide, next=N, }for k,v in next,slider do _[k]=v end return _ end function WIDGET.moveCursor(x,y) WIDGET.sel=nil for _,W in next,WIDGET.active do if not(W.hide and W.hide())and W:isAbove(x,y)then WIDGET.sel=W return end end end function WIDGET.press(x,y) local W=WIDGET.sel if not W then return end if W.type=="button"then W.code() W:FX() SFX.play("button") VOC.play("nya") elseif W.type=="switch"then W.code() SFX.play("move",.6) elseif W.type=="slider"then if not x then return end local p,P=W.disp(),xW.x+W.w and W.unit or int((x-W.x)*W.unit/W.w+.5) if p==P then return end W.code(P) if W.change then W.change()end end if W.hide and W.hide()then WIDGET.sel=nil end end function WIDGET.drag(x,y,dx,dy) local W=WIDGET.sel if not W then return end if W.type=="slider"then local p,P=W.disp(),xW.x+W.w and W.unit or int((x-W.x)*W.unit/W.w+.5) if p==P then return end W.code(P) if W.change then W.change()end elseif not W:isAbove(x,y)then WIDGET.sel=nil end end function WIDGET.keyPressed(i) if i=="tab"then if WIDGET.sel then WIDGET.sel=kb.isDown("lshift")and WIDGET.sel.prev or WIDGET.sel.next or WIDGET.sel else WIDGET.sel=select(2,next(WIDGET.active)) end elseif i=="space"or i=="return"then if WIDGET.sel then WIDGET.press(WIDGET.sel) end elseif i=="left"or i=="right"then local W=WIDGET.sel if W then if W.type=="slider"then local p=W.disp() local P=i=="left"and(p>0 and p-1)or p0 and p-1)or p