local Canvas = require('ui.canvas') local class = require('class') local Event = require('event') local Input = require('input') local Transition = require('ui.transition') local Util = require('util') local _rep = string.rep local _sub = string.sub local colors = _G.colors local fs = _G.fs local os = _G.os local peripheral = _G.peripheral local term = _G.term --[[ Using the shorthand window definition, elements are created from the bottom up. Once reaching the top, setParent is called top down. On :init(), elements do not know the parent or can calculate sizing. ]] -- need to add offsets to this test local function getPosition(element) local x, y = 1, 1 repeat x = element.x + x - 1 y = element.y + y - 1 element = element.parent until not element return x, y end --[[-- Top Level Manager --]]-- local Manager = class() function Manager:init() self.devices = { } self.theme = { } self.extChars = Util.getVersion() >= 1.76 local function keyFunction(event, code, held) local ie = Input:translate(event, code, held) local currentPage = self:getActivePage() if ie and currentPage then local target = currentPage.focused or currentPage self:inputEvent(target, { type = 'key', key = ie.code == 'char' and ie.ch or ie.code, element = target, ie = ie }) currentPage:sync() end end local function resize(_, side) local dev = self.devices[side or 'terminal'] if dev and dev.currentPage then -- the parent doesn't have any children set... -- that's why we have to resize both the parent and the current page -- kinda makes sense dev.currentPage.parent:resize() dev.currentPage:resize() dev.currentPage:draw() dev.currentPage:sync() end end local handlers = { char = keyFunction, key_up = keyFunction, key = keyFunction, term_resize = resize, monitor_resize = resize, mouse_scroll = function(_, direction, x, y) local currentPage = self:getActivePage() if currentPage then local event = currentPage:pointToChild(x, y) local directions = { [ -1 ] = 'up', [ 1 ] = 'down' } -- revisit - should send out scroll_up and scroll_down events -- let the element convert them to up / down self:inputEvent(event.element, { type = 'key', key = directions[direction] }) currentPage:sync() end end, monitor_touch = function(_, side, x, y) local dev = self.devices[side] if dev and dev.currentPage then Input:translate('mouse_click', 1, x, y) local ie = Input:translate('mouse_up', 1, x, y) self:click(dev.currentPage, ie.code, 1, x, y) end end, mouse_click = function(_, button, x, y) local ie = Input:translate('mouse_click', button, x, y) local currentPage = self:getActivePage() if currentPage then if not currentPage.parent.device.side then local event = currentPage:pointToChild(x, y) if event.element.focus and not event.element.inactive then currentPage:setFocus(event.element) currentPage:sync() end self:click(currentPage, ie.code, button, x, y) end end end, mouse_up = function(_, button, x, y) local ie = Input:translate('mouse_up', button, x, y) local currentPage = self:getActivePage() if ie.code == 'control-shift-mouse_click' then -- hack local event = currentPage:pointToChild(x, y) _ENV.multishell.openTab({ path = 'sys/apps/Lua.lua', args = { event.element }, focused = true }) elseif ie and currentPage then --if not self.currentPage.parent.device.side then self:click(currentPage, ie.code, button, x, y) --end end end, mouse_drag = function(_, button, x, y) local ie = Input:translate('mouse_drag', button, x, y) local currentPage = self:getActivePage() if ie and currentPage then local event = currentPage:pointToChild(x, y) event.type = ie.code event.ie = ie self:inputEvent(event.element, event) currentPage:sync() end end, paste = function(_, text) local ie = Input:translate('paste', text) self:emitEvent({ type = 'paste', text = text, ie = ie }) self:getActivePage():sync() end, } -- use 1 handler to single thread all events Event.on({ 'char', 'key_up', 'key', 'term_resize', 'monitor_resize', 'mouse_scroll', 'monitor_touch', 'mouse_click', 'mouse_up', 'mouse_drag', 'paste' }, function(event, ...) handlers[event](event, ...) end) end function Manager:configure(appName, ...) local options = { device = { arg = 'd', type = 'string', desc = 'Device type' }, textScale = { arg = 't', type = 'number', desc = 'Text scale' }, } local defaults = Util.loadTable('usr/config/' .. appName) or { } if not defaults.device then defaults.device = { } end Util.getOptions(options, { ... }, true) local optionValues = { name = options.device.value, textScale = options.textScale.value, } Util.merge(defaults.device, optionValues) if defaults.device.name then local dev if defaults.device.name == 'terminal' then dev = term.current() else dev = peripheral.wrap(defaults.device.name) end if not dev then error('Invalid display device') end self:setDefaultDevice(self.Device({ device = dev, textScale = defaults.device.textScale, })) end if defaults.theme then for k,v in pairs(defaults.theme) do if self[k] and self[k].defaults then Util.merge(self[k].defaults, v) end end end end function Manager:disableEffects() self.defaultDevice.effectsEnabled = false end function Manager:loadTheme(filename) if fs.exists(filename) then local theme, err = Util.loadTable(filename) if not theme then error(err) end Util.deepMerge(self.theme, theme) end end function Manager:emitEvent(event) local currentPage = self:getActivePage() if currentPage and currentPage.focused then return currentPage.focused:emit(event) end end function Manager:inputEvent(parent, event) while parent do if parent.accelerators then local acc = parent.accelerators[event.key] if acc then if parent:emit({ type = acc, element = parent }) then return true end end end if parent.eventHandler then if parent:eventHandler(event) then return true end end parent = parent.parent end end function Manager:click(target, code, button, x, y) local clickEvent = target:pointToChild(x, y) if code == 'mouse_doubleclick' then if self.doubleClickElement ~= clickEvent.element then return end else self.doubleClickElement = clickEvent.element end clickEvent.button = button clickEvent.type = code clickEvent.key = code clickEvent.ie = { code = code, x = clickEvent.x, y = clickEvent.y } if clickEvent.element.focus then target:setFocus(clickEvent.element) end self:inputEvent(clickEvent.element, clickEvent) target:sync() end function Manager:setDefaultDevice(dev) self.defaultDevice = dev self.term = dev end function Manager:addPage(name, page) if not self.pages then self.pages = { } end self.pages[name] = page end function Manager:setPages(pages) self.pages = pages end function Manager:getPage(pageName) local page = self.pages[pageName] if not page then error('UI:getPage: Invalid page: ' .. tostring(pageName), 2) end return page end function Manager:getActivePage(page) if page then return page.parent.currentPage end return self.defaultDevice.currentPage end function Manager:setActivePage(page) page.parent.currentPage = page page.parent.canvas = page.canvas end function Manager:setPage(pageOrName, ...) local page = pageOrName if type(pageOrName) == 'string' then page = self.pages[pageOrName] or error('Invalid page: ' .. pageOrName) end local currentPage = self:getActivePage(page) if page == currentPage then page:draw() else if currentPage then if currentPage.focused then currentPage.focused.focused = false currentPage.focused:focus() end currentPage:disable() page.previousPage = currentPage end self:setActivePage(page) --page:clear(page.backgroundColor) page:enable(...) page:draw() if page.focused then page.focused.focused = true page.focused:focus() end page:sync() end end function Manager:getCurrentPage() return self.defaultDevice.currentPage end function Manager:setPreviousPage() if self.defaultDevice.currentPage.previousPage then local previousPage = self.defaultDevice.currentPage.previousPage.previousPage self:setPage(self.defaultDevice.currentPage.previousPage) self.defaultDevice.currentPage.previousPage = previousPage end end function Manager:getDefaults(element, args) local defaults = Util.deepCopy(element.defaults) if args then Manager:mergeProperties(defaults, args) end return defaults end function Manager:mergeProperties(obj, args) if args then for k,v in pairs(args) do if k == 'accelerators' then if obj.accelerators then Util.merge(obj.accelerators, args.accelerators) else obj[k] = v end else obj[k] = v end end end end function Manager:pullEvents(...) local s, m = pcall(Event.pullEvents, ...) self.term:reset() if not s and m then error(m, -1) end end function Manager:exitPullEvents() Event.exitPullEvents() end local UI = Manager() --[[-- Basic drawable area --]]-- UI.Window = class() UI.Window.uid = 1 UI.Window.defaults = { UIElement = 'Window', x = 1, y = 1, -- z = 0, -- eventually... offx = 0, offy = 0, cursorX = 1, cursorY = 1, } function UI.Window:init(args) -- merge defaults for all subclasses local defaults = args local m = getmetatable(self) -- get the class for this instance repeat defaults = UI:getDefaults(m, defaults) m = m._base until not m UI:mergeProperties(self, defaults) -- each element has a unique ID self.uid = UI.Window.uid UI.Window.uid = UI.Window.uid + 1 -- at this time, the object has all the properties set -- postInit is a special constructor. the element does not need to implement -- the method. But we need to guarantee that each subclass which has this -- method is called. m = self local lpi repeat if m.postInit and m.postInit ~= lpi then m.postInit(self) lpi = m.postInit end m = m._base until not m end function UI.Window:postInit() if self.parent then -- this will cascade down the whole tree of elements starting at the -- top level window (which has a device as a parent) self:setParent() end end function UI.Window:initChildren() local children = self.children -- insert any UI elements created using the shorthand -- window definition into the children array for k,child in pairs(self) do if k ~= 'parent' then -- reserved if type(child) == 'table' and child.UIElement and not child.parent then if not children then children = { } end table.insert(children, child) end end end if children then for _,child in pairs(children) do if not child.parent then child.parent = self child:setParent() -- child:reposition() -- maybe if self.enabled then child:enable() end end end self.children = children end end function UI.Window:layout() if self.x < 0 then self.x = self.parent.width + self.x + 1 end if self.y < 0 then self.y = self.parent.height + self.y + 1 end if self.ex then local ex = self.ex if self.ex <= 1 then ex = self.parent.width + self.ex + 1 end if self.width then self.x = ex - self.width + 1 else self.width = ex - self.x + 1 end end if self.ey then local ey = self.ey if self.ey <= 1 then ey = self.parent.height + self.ey + 1 end if self.height then self.y = ey - self.height + 1 else self.height = ey - self.y + 1 end end if not self.width then self.width = self.parent.width - self.x + 1 end if not self.height then self.height = self.parent.height - self.y + 1 end end -- Called when the window's parent has be assigned function UI.Window:setParent() self.oh, self.ow = self.height, self.width self.ox, self.oy = self.x, self.y self:layout() self:initChildren() end function UI.Window:resize() self.height, self.width = self.oh, self.ow self.x, self.y = self.ox, self.oy self:layout() if self.children then for _,child in ipairs(self.children) do child:resize() end end end function UI.Window:add(children) UI:mergeProperties(self, children) self:initChildren() end function UI.Window:getCursorPos() return self.cursorX, self.cursorY end function UI.Window:setCursorPos(x, y) self.cursorX = x self.cursorY = y self.parent:setCursorPos(self.x + x - 1, self.y + y - 1) end function UI.Window:setCursorBlink(blink) self.parent:setCursorBlink(blink) end function UI.Window:draw() self:clear(self.backgroundColor) if self.children then for _,child in pairs(self.children) do if child.enabled then child:draw() end end end end function UI.Window:sync() if self.parent then self.parent:sync() end end function UI.Window:enable(...) self.enabled = true if self.children then for _,child in pairs(self.children) do child:enable(...) end end end function UI.Window:disable() self.enabled = false if self.children then for _,child in pairs(self.children) do child:disable() end end end function UI.Window:setTextScale(textScale) self.textScale = textScale self.parent:setTextScale(textScale) end function UI.Window:clear(bg, fg) if self.canvas then self.canvas:clear(bg or self.backgroundColor, fg or self.textColor) else self:clearArea(1 + self.offx, 1 + self.offy, self.width, self.height, bg) end end function UI.Window:clearLine(y, bg) self:write(1, y, _rep(' ', self.width), bg) end function UI.Window:clearArea(x, y, width, height, bg) if width > 0 then local filler = _rep(' ', width) for i = 0, height - 1 do self:write(x, y + i, filler, bg) end end end function UI.Window:write(x, y, text, bg, tc) bg = bg or self.backgroundColor tc = tc or self.textColor if self.canvas then self.canvas:write(x, y, text, bg, tc) else x = x - self.offx y = y - self.offy if y <= self.height and y > 0 then self.parent:write( self.x + x - 1, self.y + y - 1, tostring(text), bg, tc) end end end function UI.Window:centeredWrite(y, text, bg, fg) if #text >= self.width then self:write(1, y, text, bg, fg) else local space = math.floor((self.width-#text) / 2) local filler = _rep(' ', space + 1) local str = _sub(filler, 1, space) .. text str = str .. _sub(filler, self.width - #str + 1) self:write(1, y, str, bg, fg) end end function UI.Window:print(text, bg, fg) local marginLeft = self.marginLeft or 0 local marginRight = self.marginRight or 0 local width = self.width - marginLeft - marginRight local function nextWord(line, cx) local result = { line:find("(%w+)", cx) } if #result > 1 and result[2] > cx then return _sub(line, cx, result[2] + 1) elseif #result > 0 and result[1] == cx then result = { line:find("(%w+)", result[2]) } if #result > 0 then return _sub(line, cx, result[1] + 1) end end if cx <= #line then return _sub(line, cx, #line) end end local function pieces(f, bg, fg) local pos = 1 local t = { } while true do local s = string.find(f, '\027', pos, true) if not s then break end if pos < s then table.insert(t, _sub(f, pos, s - 1)) end local seq = _sub(f, s) seq = seq:match("\027%[([%d;]+)m") local e = { } for color in string.gmatch(seq, "%d+") do color = tonumber(color) if color == 0 then e.fg = fg e.bg = bg elseif color > 20 then e.bg = 2 ^ (color - 21) else e.fg = 2 ^ (color - 1) end end table.insert(t, e) pos = s + #seq + 3 end if pos <= #f then table.insert(t, _sub(f, pos)) end return t end local lines = Util.split(text) for k,line in pairs(lines) do local fragments = pieces(line, bg, fg) for _, fragment in ipairs(fragments) do local lx = 1 if type(fragment) == 'table' then -- ansi sequence fg = fragment.fg bg = fragment.bg else while true do local word = nextWord(fragment, lx) if not word then break end local w = word if self.cursorX + #word > width then self.cursorX = marginLeft + 1 self.cursorY = self.cursorY + 1 w = word:gsub('^ ', '') end self:write(self.cursorX, self.cursorY, w, bg, fg) self.cursorX = self.cursorX + #w lx = lx + #word end end end if lines[k + 1] then self.cursorX = marginLeft + 1 self.cursorY = self.cursorY + 1 end end return self.cursorX, self.cursorY end function UI.Window:setFocus(focus) if self.parent then self.parent:setFocus(focus) end end function UI.Window:capture(child) if self.parent then self.parent:capture(child) end end function UI.Window:release(child) if self.parent then self.parent:release(child) end end function UI.Window:pointToChild(x, y) -- TODO: get rid of this offx/y mess and scroll canvas instead x = x + self.offx - self.x + 1 y = y + self.offy - self.y + 1 if self.children then for _,child in pairs(self.children) do if child.enabled and not child.inactive and x >= child.x and x < child.x + child.width and y >= child.y and y < child.y + child.height then local c = child:pointToChild(x, y) if c then return c end end end end return { element = self, x = x, y = y } end function UI.Window:getFocusables() local focusable = { } local function focusSort(a, b) if a.y == b.y then return a.x < b.x end return a.y < b.y end local function getFocusable(parent) for _,child in Util.spairs(parent.children, focusSort) do if child.enabled and child.focus and not child.inactive then table.insert(focusable, child) end if child.children then getFocusable(child) end end end if self.children then getFocusable(self, self.x, self.y) end return focusable end function UI.Window:focusFirst() local focusables = self:getFocusables() local focused = focusables[1] if focused then self:setFocus(focused) end end function UI.Window:refocus() local el = self while el do local focusables = el:getFocusables() if focusables[1] then self:setFocus(focusables[1]) break end el = el.parent end end function UI.Window:scrollIntoView() local parent = self.parent if self.x <= parent.offx then parent.offx = math.max(0, self.x - 1) parent:draw() elseif self.x + self.width > parent.width + parent.offx then parent.offx = self.x + self.width - parent.width - 1 parent:draw() end -- TODO: fix local function setOffset(y) parent.offy = y if parent.canvas then parent.canvas.offy = parent.offy end parent:draw() end if self.y <= parent.offy then setOffset(math.max(0, self.y - 1)) elseif self.y + self.height > parent.height + parent.offy then setOffset(self.y + self.height - parent.height - 1) end end function UI.Window:getCanvas() local el = self repeat if el.canvas then return el.canvas end el = el.parent until not el end function UI.Window:addLayer(bg, fg) local canvas = self:getCanvas() local x, y = self.x, self.y local parent = self.parent while parent and not parent.canvas do x = x + parent.x - 1 y = y + parent.y - 1 parent = parent.parent end canvas = canvas:addLayer({ x = x, y = y, height = self.height, width = self.width }, bg, fg) canvas:clear(bg or self.backgroundColor, fg or self.textColor) return canvas end function UI.Window:addTransition(effect, args) if self.parent then args = args or { } if not args.x then -- not good args.x, args.y = getPosition(self) args.width = self.width args.height = self.height end args.canvas = args.canvas or self.canvas self.parent:addTransition(effect, args) end end function UI.Window:emit(event) local parent = self while parent do if parent.eventHandler then if parent:eventHandler(event) then return true end end parent = parent.parent end end function UI.Window:find(uid) if self.children then return Util.find(self.children, 'uid', uid) end end function UI.Window:eventHandler() return false end --[[-- Terminal for computer / advanced computer / monitor --]]-- UI.Device = class(UI.Window) UI.Device.defaults = { UIElement = 'Device', backgroundColor = colors.black, textColor = colors.white, textScale = 1, effectsEnabled = true, } function UI.Device:postInit() self.device = self.device or term.current() --if self.deviceType then -- self.device = device[self.deviceType] --end if not self.device.setTextScale then self.device.setTextScale = function() end end self.device.setTextScale(self.textScale) self.width, self.height = self.device.getSize() self.isColor = self.device.isColor() UI.devices[self.device.side or 'terminal'] = self end function UI.Device:resize() self.device.setTextScale(self.textScale) self.width, self.height = self.device.getSize() self.lines = { } -- TODO: resize all pages added to this device self.canvas:resize(self.width, self.height) self.canvas:clear(self.backgroundColor, self.textColor) end function UI.Device:setCursorPos(x, y) self.cursorX = x self.cursorY = y end function UI.Device:getCursorBlink() return self.cursorBlink end function UI.Device:setCursorBlink(blink) self.cursorBlink = blink self.device.setCursorBlink(blink) end function UI.Device:setTextScale(textScale) self.textScale = textScale self.device.setTextScale(self.textScale) end function UI.Device:reset() self.device.setBackgroundColor(colors.black) self.device.setTextColor(colors.white) self.device.clear() self.device.setCursorPos(1, 1) end function UI.Device:addTransition(effect, args) if not self.transitions then self.transitions = { } end args = args or { } args.ex = args.x + args.width - 1 args.ey = args.y + args.height - 1 args.canvas = args.canvas or self.canvas if type(effect) == 'string' then effect = Transition[effect] if not effect then error('Invalid transition') end end table.insert(self.transitions, { update = effect(args), args = args }) end function UI.Device:runTransitions(transitions, canvas) while true do for _,k in ipairs(Util.keys(transitions)) do local transition = transitions[k] if not transition.update() then transitions[k] = nil end end canvas:render(self.device) if Util.empty(transitions) then break end os.sleep(0) end end function UI.Device:sync() local transitions = self.effectsEnabled and self.transitions self.transitions = nil if self:getCursorBlink() then self.device.setCursorBlink(false) end self.canvas:render(self.device) if transitions then self:runTransitions(transitions, self.canvas) end if self:getCursorBlink() then self.device.setCursorPos(self.cursorX, self.cursorY) self.device.setCursorBlink(true) end end --[[-- Page (focus manager) --]]-- UI.Page = class(UI.Window) UI.Page.defaults = { UIElement = 'Page', accelerators = { down = 'focus_next', enter = 'focus_next', tab = 'focus_next', ['shift-tab' ] = 'focus_prev', up = 'focus_prev', }, backgroundColor = colors.cyan, textColor = colors.white, } function UI.Page:postInit() self.parent = self.parent or UI.defaultDevice self.__target = self self.canvas = Canvas({ x = 1, y = 1, width = self.parent.width, height = self.parent.height, isColor = self.parent.isColor, }) self.canvas:clear(self.backgroundColor, self.textColor) end function UI.Page:enable() self.canvas.visible = true UI.Window.enable(self) if not self.focused or not self.focused.enabled then self:focusFirst() end end function UI.Page:disable() self.canvas.visible = false UI.Window.disable(self) end function UI.Page:sync() if self.enabled then self.parent:sync() end end function UI.Page:capture(child) self.__target = child end function UI.Page:release(child) if self.__target == child then self.__target = self end end function UI.Page:pointToChild(x, y) if self.__target == self then return UI.Window.pointToChild(self, x, y) end x = x + self.offx - self.x + 1 y = y + self.offy - self.y + 1 return self.__target:pointToChild(x, y) end function UI.Page:getFocusables() if self.__target == self or self.__target.pageType ~= 'modal' then return UI.Window.getFocusables(self) end return self.__target:getFocusables() end function UI.Page:getFocused() return self.focused end function UI.Page:focusPrevious() local function getPreviousFocus(focused) local focusables = self:getFocusables() local k = Util.contains(focusables, focused) if k then if k > 1 then return focusables[k - 1] end return focusables[#focusables] end end local focused = getPreviousFocus(self.focused) if focused then self:setFocus(focused) end end function UI.Page:focusNext() local function getNextFocus(focused) local focusables = self:getFocusables() local k = Util.contains(focusables, focused) if k then if k < #focusables then return focusables[k + 1] end return focusables[1] end end local focused = getNextFocus(self.focused) if focused then self:setFocus(focused) end end function UI.Page:setFocus(child) if not child or not child.focus then return end if self.focused and self.focused ~= child then self.focused.focused = false self.focused:focus() self.focused:emit({ type = 'focus_lost', focused = child }) end self.focused = child if not child.focused then child.focused = true child:emit({ type = 'focus_change', focused = child }) --self:emit({ type = 'focus_change', focused = child }) end child:focus() end function UI.Page:eventHandler(event) if self.focused then if event.type == 'focus_next' then self:focusNext() return true elseif event.type == 'focus_prev' then self:focusPrevious() return true end end end local function loadComponents() local function load(name) local s, m = Util.run(_ENV, 'sys/apis/ui/components/' .. name .. '.lua') if not s then error(m) end if UI[name]._preload then error('Error loading UI.' .. name) end if UI.theme[name] and UI[name].defaults then Util.merge(UI[name].defaults, UI.theme[name]) end return UI[name] end local components = fs.list('sys/apis/ui/components') for _, f in pairs(components) do local name = f:match('(.+)%.') UI[name] = setmetatable({ }, { __call = function(self, ...) load(name) setmetatable(self, getmetatable(UI[name])) return self(...) end }) UI[name]._preload = function(self) return load(name) end end end loadComponents() UI:loadTheme('usr/config/ui.theme') UI:setDefaultDevice(UI.Device({ device = term.current() })) return UI