local Canvas = require('ui.canvas') local class = require('class') local Event = require('event') local Input = require('input') local Peripheral = require('peripheral') local Transition = require('ui.transition') local Util = require('util') local _rep = string.rep local _sub = string.sub local colors = _G.colors local device = _G.device local fs = _G.fs local os = _G.os 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. ]] local function safeValue(v) local t = type(v) if t == 'string' or t == 'number' then return v end return tostring(v) end -- 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() local function keyFunction(event, code, held) local ch = Input:translate(event, code, held) if ch and self.currentPage then local target = self.currentPage.focused or self.currentPage self:inputEvent(target, { type = 'key', key = ch, element = target }) self.currentPage:sync() end end local handlers = { char = keyFunction, key_up = keyFunction, key = keyFunction, term_resize = function(_, side) if self.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 if self.currentPage.parent.device.side == side then self.currentPage.parent:resize() self.currentPage:resize() self.currentPage:draw() self.currentPage:sync() end end end, mouse_scroll = function(_, direction, x, y) if self.currentPage then local event = self.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] }) self.currentPage:sync() end end, -- this should be moved to the device ! monitor_touch = function(_, side, x, y) Input:translate('mouse_click', 1, x, y) local ch = Input:translate('mouse_up', 1, x, y) if self.currentPage then if self.currentPage.parent.device.side == side then self:click(ch, 1, x, y) end end end, mouse_click = function(_, button, x, y) Input:translate('mouse_click', button, x, y) if self.currentPage then if not self.currentPage.parent.device.side then local event = self.currentPage:pointToChild(x, y) if event.element.focus and not event.element.inactive then self.currentPage:setFocus(event.element) self.currentPage:sync() end end end end, mouse_up = function(_, button, x, y) local ch = Input:translate('mouse_up', button, x, y) if ch == 'control-shift-mouse_click' then -- hack local event = self.currentPage:pointToChild(x, y) _ENV.multishell.openTab({ path = 'sys/apps/Lua.lua', args = { event.element }, focused = true }) elseif ch and self.currentPage then --if not self.currentPage.parent.device.side then self:click(ch, button, x, y) --end end end, mouse_drag = function(_, button, x, y) local ch = Input:translate('mouse_drag', button, x, y) if ch and self.currentPage then local event = self.currentPage:pointToChild(x, y) event.type = ch self:inputEvent(event.element, event) self.currentPage:sync() end end, paste = function(_, text) Input:translate('paste') self:emitEvent({ type = 'paste', text = text }) self.currentPage:sync() end, } -- use 1 handler to single thread all events Event.on({ 'char', 'key_up', 'key', 'term_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.lookup(defaults.device.name) --- device[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 for k,v in pairs(theme) do if self[k] and self[k].defaults then Util.merge(self[k].defaults, v) end end end end function Manager:emitEvent(event) if self.currentPage and self.currentPage.focused then return self.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(code, button, x, y) if self.currentPage then local target = self.currentPage -- need to add offsets into this check --[[ if x < target.x or y < target.y or x > target.x + target.width - 1 or y > target.y + target.height - 1 then target:emit({ type = 'mouse_out' }) target = self.currentPage end --]] 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 if clickEvent.element.focus then self.currentPage:setFocus(clickEvent.element) end if not self:inputEvent(clickEvent.element, clickEvent) then --[[ if button == 3 then -- if the double-click was not captured -- send through a single-click clickEvent.button = 1 clickEvent.type = events[1] clickEvent.key = events[1] self:inputEvent(clickEvent.element, clickEvent) end ]] end self.currentPage:sync() end end function Manager:setDefaultDevice(dev) self.defaultDevice = dev self.term = dev end function Manager:addPage(name, page) 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:setPage(pageOrName, ...) local page = pageOrName if type(pageOrName) == 'string' then page = self.pages[pageOrName] or error('Invalid page: ' .. pageOrName) end if page == self.currentPage then page:draw() else local needSync if self.currentPage then if self.currentPage.focused then self.currentPage.focused.focused = false self.currentPage.focused:focus() end self.currentPage:disable() page.previousPage = self.currentPage else needSync = true end self.currentPage = page self.currentPage:clear(page.backgroundColor) page:enable(...) page:draw() if self.currentPage.focused then self.currentPage.focused.focused = true self.currentPage.focused:focus() end if needSync then page:sync() -- first time a page has been set end end end function Manager:getCurrentPage() return self.currentPage end function Manager:setPreviousPage() if self.currentPage.previousPage then local previousPage = self.currentPage.previousPage.previousPage self:setPage(self.currentPage.previousPage) self.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(...) Event.pullEvents(...) self.term:reset() 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 local function setSize(self) 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 -- bad name... should be called something like postInit -- normally used to determine sizes since the parent is -- only known at this point function UI.Window:setParent() self.oh, self.ow = self.height, self.width self.ox, self.oy = self.x, self.y setSize(self) self:initChildren() end function UI.Window:resize() self.height, self.width = self.oh, self.ow self.x, self.y = self.ox, self.oy setSize(self) 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 x = x - self.offx y = y - self.offy if y <= self.height and y > 0 then if self.canvas then self.canvas:write(x, y, text, bg, tc) else 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) 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, x, y) 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, child.x + x, child.y + y) 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 if self.y <= parent.offy then parent.offy = math.max(0, self.y - 1) parent:draw() elseif self.y + self.height > parent.height + parent.offy then parent.offy = self.y + self.height - parent.height - 1 parent:draw() 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() canvas = canvas:addLayer(self, 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(event) 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() self.canvas = Canvas({ x = 1, y = 1, width = self.width, height = self.height, isColor = self.isColor, }) self.canvas:clear(self.backgroundColor, self.textColor) end function UI.Device:resize() self.width, self.height = self.device.getSize() self.lines = { } 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) for _,t in ipairs(transitions) do canvas:punch(t.args) -- punch out the effect areas end canvas:blitClipped(self.device) -- and blit the remainder canvas:reset() while true do for _,k in ipairs(Util.keys(transitions)) do local transition = transitions[k] if not transition.update(self.device) then transitions[k] = nil end end if Util.empty(transitions) then break end os.sleep(0) end end function UI.Device:sync() local transitions if self.transitions and self.effectsEnabled then transitions = self.transitions self.transitions = nil end if self:getCursorBlink() then self.device.setCursorBlink(false) end if transitions then self:runTransitions(transitions, self.canvas) else self.canvas:render(self.device) end if self:getCursorBlink() then self.device.setCursorPos(self.cursorX, self.cursorY) self.device.setCursorBlink(true) end end --[[-- StringBuffer --]]-- -- justs optimizes string concatenations UI.StringBuffer = class() function UI.StringBuffer:init(bufSize) self.bufSize = bufSize self.buffer = {} end function UI.StringBuffer:insert(s, width) local len = #tostring(s or '') if len > width then s = _sub(s, 1, width) end table.insert(self.buffer, s) if len < width then table.insert(self.buffer, _rep(' ', width - len)) end end function UI.StringBuffer:get(sep) return Util.widthify(table.concat(self.buffer, sep or ''), self.bufSize) end function UI.StringBuffer:clear() self.buffer = { } end -- For manipulating text in a fixed width string local SB = { } function SB:new(width) return setmetatable({ width = width, buf = _rep(' ', width) }, { __index = SB }) end function SB:insert(x, str, width) if x < 1 then x = self.width + x + 1 end width = width or #str if x + width - 1 > self.width then width = self.width - x end if width > 0 then self.buf = _sub(self.buf, 1, x - 1) .. _sub(str, 1, width) .. _sub(self.buf, x + width) end end function SB:fill(x, ch, width) width = width or self.width - x + 1 self:insert(x, _rep(ch, width)) end function SB:center(str) self:insert(math.max(1, math.ceil((self.width - #str + 1) / 2)), str) end function SB:get() return self.buf 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 end function UI.Page:setParent() UI.Window.setParent(self) if self.z then self.canvas = self:addLayer(self.backgroundColor, self.textColor) self.canvas:clear(self.backgroundColor, self.textColor) else self.canvas = self.parent.canvas end 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() if self.z then self.canvas.visible = false 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.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 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 --[[-- Grid --]]-- UI.Grid = class(UI.Window) UI.Grid.defaults = { UIElement = 'Grid', index = 1, inverseSort = false, disableHeader = false, marginRight = 0, textColor = colors.white, textSelectedColor = colors.white, backgroundColor = colors.black, backgroundSelectedColor = colors.gray, headerBackgroundColor = colors.cyan, headerTextColor = colors.white, unfocusedTextSelectedColor = colors.white, unfocusedBackgroundSelectedColor = colors.gray, focusIndicator = '>', sortIndicator = ' ', inverseSortIndicator = '^', values = { }, columns = { }, accelerators = { enter = 'key_enter', [ 'control-c' ] = 'copy', down = 'scroll_down', up = 'scroll_up', home = 'scroll_top', [ 'end' ] = 'scroll_bottom', pageUp = 'scroll_pageUp', [ 'control-b' ] = 'scroll_pageUp', pageDown = 'scroll_pageDown', [ 'control-f' ] = 'scroll_pageDown', }, } function UI.Grid:setParent() UI.Window.setParent(self) for _,c in pairs(self.columns) do c.cw = c.width if not c.heading then c.heading = '' end end self:update() if not self.pageSize then if self.disableHeader then self.pageSize = self.height else self.pageSize = self.height - 1 end end end function UI.Grid:resize() UI.Window.resize(self) if self.disableHeader then self.pageSize = self.height else self.pageSize = self.height - 1 end self:adjustWidth() end function UI.Grid:adjustWidth() local t = { } -- cols without width local w = self.width - #self.columns - 1 - self.marginRight -- width remaining for _,c in pairs(self.columns) do if c.width then c.cw = c.width w = w - c.cw else table.insert(t, c) end end if #t == 0 then return end if #t == 1 then t[1].cw = #(t[1].heading or '') t[1].cw = math.max(t[1].cw, w) return end if not self.autospace then for k,c in ipairs(t) do c.cw = math.floor(w / (#t - k + 1)) w = w - c.cw end else for _,c in ipairs(t) do c.cw = #(c.heading or '') w = w - c.cw end -- adjust the size to the length of the value for key,row in pairs(self.values) do if w <= 0 then break end row = self:getDisplayValues(row, key) for _,col in pairs(t) do local value = row[col.key] if value then value = tostring(value) if #value > col.cw then w = w + col.cw col.cw = math.min(#value, w) w = w - col.cw if w <= 0 then break end end end end end -- last column does not get padding (right alignment) if not self.columns[#self.columns].width then Util.removeByValue(t, self.columns[#self.columns]) end -- got some extra room - add some padding if w > 0 then for k,c in ipairs(t) do local padding = math.floor(w / (#t - k + 1)) c.cw = c.cw + padding w = w - padding end end end end function UI.Grid:setPageSize(pageSize) self.pageSize = pageSize end function UI.Grid:getValues() return self.values end function UI.Grid:setValues(t) self.values = t self:update() end function UI.Grid:setInverseSort(inverseSort) self.inverseSort = inverseSort self:update() self:setIndex(self.index) end function UI.Grid:setSortColumn(column) self.sortColumn = column end function UI.Grid:getDisplayValues(row, key) return row end function UI.Grid:getSelected() if self.sorted then return self.values[self.sorted[self.index]], self.sorted[self.index] end end function UI.Grid:focus() self:drawRows() end function UI.Grid:draw() if not self.disableHeader then self:drawHeadings() end if self.index <= 0 then self:setIndex(1) elseif self.index > #self.sorted then self:setIndex(#self.sorted) end self:drawRows() end -- Something about the displayed table has changed -- resort the table function UI.Grid:update() local function sort(a, b) if not a[self.sortColumn] then return false elseif not b[self.sortColumn] then return true end return self:sortCompare(a, b) end local function inverseSort(a, b) return not sort(a, b) end local order if self.sortColumn then order = sort if self.inverseSort then order = inverseSort end end self.sorted = Util.keys(self.values) if order then table.sort(self.sorted, function(a,b) return order(self.values[a], self.values[b]) end) end self:adjustWidth() end function UI.Grid:drawHeadings() local sb = UI.StringBuffer(self.width) for _,col in ipairs(self.columns) do local ind = ' ' if col.key == self.sortColumn then if self.inverseSort then ind = self.inverseSortIndicator else ind = self.sortIndicator end end sb:insert(ind .. col.heading, col.cw + 1) end self:write(1, 1, sb:get(), self.headerBackgroundColor, self.headerTextColor) end function UI.Grid:sortCompare(a, b) a = safeValue(a[self.sortColumn]) b = safeValue(b[self.sortColumn]) if type(a) == type(b) then return a < b end return tostring(a) < tostring(b) end function UI.Grid:drawRows() local y = 1 local startRow = math.max(1, self:getStartRow()) local sb = UI.StringBuffer(self.width) if not self.disableHeader then y = y + 1 end local lastRow = math.min(startRow + self.pageSize - 1, #self.sorted) for index = startRow, lastRow do local sindex = self.sorted[index] local rawRow = self.values[sindex] local key = sindex local row = self:getDisplayValues(rawRow, key) sb:clear() local ind = ' ' if self.focused and index == self.index and not self.inactive then ind = self.focusIndicator end for _,col in pairs(self.columns) do sb:insert(ind .. safeValue(row[col.key] or ''), col.cw + 1) ind = ' ' end local selected = index == self.index and not self.inactive self:write(1, y, sb:get(), self:getRowBackgroundColor(rawRow, selected), self:getRowTextColor(rawRow, selected)) y = y + 1 end if y <= self.height then self:clearArea(1, y, self.width, self.height - y + 1) end end function UI.Grid:getRowTextColor(row, selected) if selected then if self.focused then return self.textSelectedColor end return self.unfocusedTextSelectedColor end return self.textColor end function UI.Grid:getRowBackgroundColor(row, selected) if selected then if self.focused then return self.backgroundSelectedColor end return self.unfocusedBackgroundSelectedColor end return self.backgroundColor end function UI.Grid:getIndex() return self.index end function UI.Grid:setIndex(index) index = math.max(1, index) self.index = math.min(index, #self.sorted) local selected = self:getSelected() if selected ~= self.selected then self:drawRows() self.selected = selected if selected then self:emit({ type = 'grid_focus_row', selected = selected, element = self }) end end end function UI.Grid:getStartRow() return math.floor((self.index - 1) / self.pageSize) * self.pageSize + 1 end function UI.Grid:getPage() return math.floor(self.index / self.pageSize) + 1 end function UI.Grid:getPageCount() local tableSize = Util.size(self.values) local pc = math.floor(tableSize / self.pageSize) if tableSize % self.pageSize > 0 then pc = pc + 1 end return pc end function UI.Grid:nextPage() self:setPage(self:getPage() + 1) end function UI.Grid:previousPage() self:setPage(self:getPage() - 1) end function UI.Grid:setPage(pageNo) -- 1 based paging self:setIndex((pageNo-1) * self.pageSize + 1) end function UI.Grid:eventHandler(event) if event.type == 'mouse_click' or event.type == 'mouse_rightclick' or event.type == 'mouse_doubleclick' then if not self.disableHeader then if event.y == 1 then local col = 2 for _,c in ipairs(self.columns) do if event.x < col + c.cw then if self.sortColumn == c.key then self:setInverseSort(not self.inverseSort) else self.sortColumn = c.key self:setInverseSort(false) end self:draw() break end col = col + c.cw + 1 end return true end end local row = self:getStartRow() + event.y - 1 if not self.disableHeader then row = row - 1 end if row > 0 and row <= Util.size(self.values) then self:setIndex(row) if event.type == 'mouse_doubleclick' then self:emit({ type = 'key_enter' }) elseif event.type == 'mouse_rightclick' then self:emit({ type = 'grid_select_right', selected = self.selected, element = self }) end return true end return false elseif event.type == 'scroll_down' then self:setIndex(self.index + 1) elseif event.type == 'scroll_up' then self:setIndex(self.index - 1) elseif event.type == 'scroll_top' then self:setIndex(1) elseif event.type == 'scroll_bottom' then self:setIndex(Util.size(self.values)) elseif event.type == 'scroll_pageUp' then self:setIndex(self.index - self.pageSize) elseif event.type == 'scroll_pageDown' then self:setIndex(self.index + self.pageSize) elseif event.type == 'key_enter' then if self.selected then self:emit({ type = 'grid_select', selected = self.selected, element = self }) end elseif event.type == 'copy' then if self.selected then os.queueEvent('clipboard_copy', self.selected) end else return false end return true end --[[-- ScrollingGrid --]]-- UI.ScrollingGrid = class(UI.Grid) UI.ScrollingGrid.defaults = { UIElement = 'ScrollingGrid', scrollOffset = 0, marginRight = 1, } function UI.ScrollingGrid:postInit() self.scrollBar = UI.ScrollBar() end function UI.ScrollingGrid:drawRows() UI.Grid.drawRows(self) self.scrollBar:draw() end function UI.ScrollingGrid:getViewArea() local y = 1 if not self.disableHeader then y = 2 end return { static = true, -- the container doesn't scroll y = y, -- scrollbar Y height = self.pageSize, -- viewable height totalHeight = Util.size(self.values), -- total height offsetY = self.scrollOffset, -- scroll offset } end function UI.ScrollingGrid:getStartRow() local ts = Util.size(self.values) if ts < self.pageSize then self.scrollOffset = 0 end return self.scrollOffset + 1 end function UI.ScrollingGrid:setIndex(index) if index < self.scrollOffset + 1 then self.scrollOffset = index - 1 elseif index - self.scrollOffset > self.pageSize then self.scrollOffset = index - self.pageSize end if self.scrollOffset < 0 then self.scrollOffset = 0 else local ts = Util.size(self.values) if self.pageSize + self.scrollOffset + 1 > ts then self.scrollOffset = math.max(0, ts - self.pageSize) end end UI.Grid.setIndex(self, index) end --[[-- Menu --]]-- UI.Menu = class(UI.Grid) UI.Menu.defaults = { UIElement = 'Menu', disableHeader = true, columns = { { heading = 'Prompt', key = 'prompt', width = 20 } }, } function UI.Menu:postInit() self.values = self.menuItems self.pageSize = #self.menuItems end function UI.Menu:setParent() UI.Grid.setParent(self) self.itemWidth = 1 for _,v in pairs(self.values) do if #v.prompt > self.itemWidth then self.itemWidth = #v.prompt end end self.columns[1].width = self.itemWidth if self.centered then self:center() else self.width = self.itemWidth + 2 end end function UI.Menu:center() self.x = (self.width - self.itemWidth + 2) / 2 self.width = self.itemWidth + 2 end function UI.Menu:eventHandler(event) if event.type == 'key' then if event.key == 'enter' then local selected = self.menuItems[self.index] self:emit({ type = selected.event or 'menu_select', selected = selected }) return true end elseif event.type == 'mouse_click' then if event.y <= #self.menuItems then UI.Grid.setIndex(self, event.y) local selected = self.menuItems[self.index] self:emit({ type = selected.event or 'menu_select', selected = selected }) return true end end return UI.Grid.eventHandler(self, event) end --[[-- Viewport --]]-- UI.Viewport = class(UI.Window) UI.Viewport.defaults = { UIElement = 'Viewport', backgroundColor = colors.cyan, accelerators = { down = 'scroll_down', up = 'scroll_up', home = 'scroll_top', [ 'end' ] = 'scroll_bottom', pageUp = 'scroll_pageUp', [ 'control-b' ] = 'scroll_pageUp', pageDown = 'scroll_pageDown', [ 'control-f' ] = 'scroll_pageDown', }, } function UI.Viewport:setScrollPosition(offset) local oldOffset = self.offy self.offy = math.max(offset, 0) local max = self.ymax or self.height if self.children then for _, child in ipairs(self.children) do if child ~= self.scrollBar then -- hack ! max = math.max(child.y + child.height - 1, max) end end end self.offy = math.min(self.offy, math.max(max, self.height) - self.height) if self.offy ~= oldOffset then self:draw() end end function UI.Viewport:reset() self.offy = 0 end function UI.Viewport:getViewArea() return { y = (self.offy or 0) + 1, height = self.height, totalHeight = self.ymax, offsetY = self.offy or 0, } end function UI.Viewport:eventHandler(event) if event.type == 'scroll_down' then self:setScrollPosition(self.offy + 1) elseif event.type == 'scroll_up' then self:setScrollPosition(self.offy - 1) elseif event.type == 'scroll_top' then self:setScrollPosition(0) elseif event.type == 'scroll_bottom' then self:setScrollPosition(10000000) elseif event.type == 'scroll_pageUp' then self:setScrollPosition(self.offy - self.height) elseif event.type == 'scroll_pageDown' then self:setScrollPosition(self.offy + self.height) else return false end return true end --[[-- TitleBar --]]-- UI.TitleBar = class(UI.Window) UI.TitleBar.defaults = { UIElement = 'TitleBar', height = 1, textColor = colors.white, backgroundColor = colors.cyan, title = '', frameChar = '-', closeInd = '*', } function UI.TitleBar:draw() local sb = SB:new(self.width) sb:fill(2, self.frameChar, sb.width - 3) sb:center(string.format(' %s ', self.title)) if self.previousPage or self.event then sb:insert(-1, self.closeInd) end self:write(1, 1, sb:get()) end function UI.TitleBar:eventHandler(event) if event.type == 'mouse_click' then if (self.previousPage or self.event) and event.x == self.width then if self.event then self:emit({ type = self.event, element = self }) elseif type(self.previousPage) == 'string' or type(self.previousPage) == 'table' then UI:setPage(self.previousPage) else UI:setPreviousPage() end return true end end end --[[-- Button --]]-- UI.Button = class(UI.Window) UI.Button.defaults = { UIElement = 'Button', text = 'button', backgroundColor = colors.lightGray, backgroundFocusColor = colors.gray, textFocusColor = colors.white, textInactiveColor = colors.gray, textColor = colors.black, centered = true, height = 1, focusIndicator = ' ', event = 'button_press', accelerators = { space = 'button_activate', enter = 'button_activate', mouse_click = 'button_activate', } } function UI.Button:setParent() if not self.width and not self.ex then self.width = #self.text + 2 end UI.Window.setParent(self) end function UI.Button:draw() local fg = self.textColor local bg = self.backgroundColor local ind = ' ' if self.focused then bg = self.backgroundFocusColor fg = self.textFocusColor ind = self.focusIndicator elseif self.inactive then fg = self.textInactiveColor end local text = ind .. self.text .. ' ' if self.centered then self:clear(bg) self:centeredWrite(1 + math.floor(self.height / 2), text, bg, fg) else self:write(1, 1, Util.widthify(text, self.width), bg, fg) end end function UI.Button:focus() if self.focused then self:scrollIntoView() end self:draw() end function UI.Button:eventHandler(event) if event.type == 'button_activate' then self:emit({ type = self.event, button = self }) return true end return false end --[[-- MenuItem --]]-- UI.MenuItem = class(UI.Button) UI.MenuItem.defaults = { UIElement = 'MenuItem', textColor = colors.black, backgroundColor = colors.lightGray, textFocusColor = colors.white, backgroundFocusColor = colors.lightGray, } --[[-- MenuBar --]]-- UI.MenuBar = class(UI.Window) UI.MenuBar.defaults = { UIElement = 'MenuBar', buttons = { }, height = 1, backgroundColor = colors.lightGray, textColor = colors.black, spacing = 2, lastx = 1, showBackButton = false, buttonClass = 'MenuItem', } UI.MenuBar.spacer = { spacer = true, text = 'spacer', inactive = true } function UI.MenuBar:postInit() self:addButtons(self.buttons) end function UI.MenuBar:addButtons(buttons) if not self.children then self.children = { } end for _,button in pairs(buttons) do if button.UIElement then table.insert(self.children, button) else local buttonProperties = { x = self.lastx, width = #button.text + self.spacing, centered = false, } self.lastx = self.lastx + buttonProperties.width UI:mergeProperties(buttonProperties, button) button = UI[self.buttonClass](buttonProperties) if button.name then self[button.name] = button else table.insert(self.children, button) end if button.dropdown then button.dropmenu = UI.DropMenu { buttons = button.dropdown } end end end if self.parent then self:initChildren() end end function UI.MenuBar:getActive(menuItem) return not menuItem.inactive end function UI.MenuBar:eventHandler(event) if event.type == 'button_press' and event.button.dropmenu then if event.button.dropmenu.enabled then event.button.dropmenu:hide() return true else local x, y = getPosition(event.button) if x + event.button.dropmenu.width > self.width then x = self.width - event.button.dropmenu.width + 1 end for _,c in pairs(event.button.dropmenu.children) do if not c.spacer then c.inactive = not self:getActive(c) end end event.button.dropmenu:show(x, y + 1) end return true end end --[[-- DropMenuItem --]]-- UI.DropMenuItem = class(UI.Button) UI.DropMenuItem.defaults = { UIElement = 'DropMenuItem', textColor = colors.black, backgroundColor = colors.white, textFocusColor = colors.white, textInactiveColor = colors.lightGray, backgroundFocusColor = colors.lightGray, } function UI.DropMenuItem:eventHandler(event) if event.type == 'button_activate' then self.parent:hide() end return UI.Button.eventHandler(self, event) end --[[-- DropMenu --]]-- UI.DropMenu = class(UI.MenuBar) UI.DropMenu.defaults = { UIElement = 'DropMenu', backgroundColor = colors.white, buttonClass = 'DropMenuItem', } function UI.DropMenu:setParent() UI.MenuBar.setParent(self) local maxWidth = 1 for y,child in ipairs(self.children) do child.x = 1 child.y = y if #(child.text or '') > maxWidth then maxWidth = #child.text end end for _,child in ipairs(self.children) do child.width = maxWidth + 2 if child.spacer then child.text = string.rep('-', child.width - 2) end end self.height = #self.children + 1 self.width = maxWidth + 2 self.ow = self.width self.canvas = self:addLayer() end function UI.DropMenu:enable() self.enabled = false end function UI.DropMenu:show(x, y) self.x, self.y = x, y self.canvas:move(x, y) self.canvas:setVisible(true) self.enabled = true for _,child in pairs(self.children) do child:enable() end self:draw() self:capture(self) self:focusFirst() end function UI.DropMenu:hide() self:disable() self.canvas:setVisible(false) self:release(self) end function UI.DropMenu:eventHandler(event) if event.type == 'focus_lost' and self.enabled then if not Util.contains(self.children, event.focused) then self:hide() end elseif event.type == 'mouse_out' and self.enabled then self:hide() self:refocus() else return UI.MenuBar.eventHandler(self, event) end return true end --[[-- TabBarMenuItem --]]-- UI.TabBarMenuItem = class(UI.Button) UI.TabBarMenuItem.defaults = { UIElement = 'TabBarMenuItem', event = 'tab_select', textColor = colors.black, selectedBackgroundColor = colors.cyan, unselectedBackgroundColor = colors.lightGray, backgroundColor = colors.lightGray, } function UI.TabBarMenuItem:draw() if self.selected then self.backgroundColor = self.selectedBackgroundColor self.backgroundFocusColor = self.selectedBackgroundColor else self.backgroundColor = self.unselectedBackgroundColor self.backgroundFocusColor = self.unselectedBackgroundColor end UI.Button.draw(self) end --[[-- TabBar --]]-- UI.TabBar = class(UI.MenuBar) UI.TabBar.defaults = { UIElement = 'TabBar', buttonClass = 'TabBarMenuItem', selectedBackgroundColor = colors.cyan, } function UI.TabBar:enable() UI.MenuBar.enable(self) if not Util.find(self.children, 'selected', true) then local menuItem = self:getFocusables()[1] if menuItem then menuItem.selected = true end end end function UI.TabBar:eventHandler(event) if event.type == 'tab_select' then local selected, si = Util.find(self:getFocusables(), 'uid', event.button.uid) local previous, pi = Util.find(self:getFocusables(), 'selected', true) if si ~= pi then selected.selected = true previous.selected = false self:emit({ type = 'tab_change', current = si, last = pi, tab = selected }) end UI.MenuBar.draw(self) end return UI.MenuBar.eventHandler(self, event) end function UI.TabBar:selectTab(text) local menuItem = Util.find(self.children, 'text', text) if menuItem then menuItem.selected = true end end --[[-- Tabs --]]-- UI.Tabs = class(UI.Window) UI.Tabs.defaults = { UIElement = 'Tabs', } function UI.Tabs:postInit() self:add(self) end function UI.Tabs:add(children) local buttons = { } for _,child in pairs(children) do if type(child) == 'table' and child.UIElement and child.tabTitle then child.y = 2 table.insert(buttons, { text = child.tabTitle, event = 'tab_select', tabUid = child.uid, }) end end if not self.tabBar then self.tabBar = UI.TabBar({ buttons = buttons, }) else self.tabBar:addButtons(buttons) end if self.parent then return UI.Window.add(self, children) end end function UI.Tabs:enable() self.enabled = true self.tabBar:enable() local menuItem = Util.find(self.tabBar.children, 'selected', true) for _,child in pairs(self.children) do if child.uid == menuItem.tabUid then child:enable() self:emit({ type = 'tab_activate', activated = child }) elseif child.tabTitle then child:disable() end end end function UI.Tabs:eventHandler(event) if event.type == 'tab_change' then local tab = self:find(event.tab.tabUid) if event.current > event.last then tab:addTransition('slideLeft') else tab:addTransition('slideRight') end for _,child in pairs(self.children) do if child.uid == event.tab.tabUid then child:enable() elseif child.tabTitle then child:disable() end end self:emit({ type = 'tab_activate', activated = tab }) tab:draw() end end --[[-- Wizard --]]-- UI.Wizard = class(UI.Window) UI.Wizard.defaults = { UIElement = 'Wizard', pages = { }, } function UI.Wizard:postInit() self.cancelButton = UI.Button { x = 2, y = -1, text = 'Cancel', event = 'cancel', } self.previousButton = UI.Button { x = -18, y = -1, text = '< Back', event = 'previousView', } self.nextButton = UI.Button { x = -9, y = -1, text = 'Next >', event = 'nextView', } Util.merge(self, self.pages) for _, child in pairs(self.pages) do child.ey = -2 end end function UI.Wizard:add(pages) Util.merge(self.pages, pages) Util.merge(self, pages) for _, child in pairs(self.pages) do child.ey = child.ey or -2 end if self.parent then self:initChildren() end end function UI.Wizard:enable() self.enabled = true for _,child in ipairs(self.children) do if not child.index then child:enable() elseif child.index == 1 then child:enable() else child:disable() end end self:emit({ type = 'enable_view', view = Util.find(self.pages, 'index', 1) }) end function UI.Wizard:nextView() local currentView = Util.find(self.pages, 'enabled', true) local nextView = Util.find(self.pages, 'index', currentView.index + 1) if nextView then self:emit({ type = 'enable_view', view = nextView }) self:addTransition('slideLeft') currentView:disable() nextView:enable() end end function UI.Wizard:prevView() local currentView = Util.find(self.pages, 'enabled', true) local nextView = Util.find(self.pages, 'index', currentView.index - 1) if nextView then self:emit({ type = 'enable_view', view = nextView }) self:addTransition('slideRight') currentView:disable() nextView:enable() end end function UI.Wizard:eventHandler(event) if event.type == 'nextView' then self:nextView() self:draw() return true elseif event.type == 'previousView' then self:prevView() self:draw() return true elseif event.type == 'enable_view' then if Util.find(self.pages, 'index', event.view.index - 1) then self.previousButton:enable() else self.previousButton:disable() end if Util.find(self.pages, 'index', event.view.index + 1) then self.nextButton.text = 'Next >' self.nextButton.event = 'nextView' else self.nextButton.text = 'Accept' self.nextButton.event = 'accept' end end end --[[-- SlideOut --]]-- UI.SlideOut = class(UI.Window) UI.SlideOut.defaults = { UIElement = 'SlideOut', pageType = 'modal', } function UI.SlideOut:setParent() UI.Window.setParent(self) self.canvas = self:addLayer() end function UI.SlideOut:enable() self.enabled = false end function UI.SlideOut:show() self:addTransition('expandUp') self.canvas:setVisible(true) self.enabled = true for _,child in pairs(self.children) do child:enable() end self:draw() self:capture(self) self:focusFirst() end function UI.SlideOut:disable() self.canvas:setVisible(false) self.enabled = false if self.children then for _,child in pairs(self.children) do child:disable() end end end function UI.SlideOut:hide() self:disable() self:release(self) self:refocus() end function UI.SlideOut:eventHandler(event) if event.type == 'slide_show' then self:show() return true elseif event.type == 'slide_hide' then self:hide() return true end end --[[-- Notification --]]-- UI.Notification = class(UI.Window) UI.Notification.defaults = { UIElement = 'Notification', backgroundColor = colors.gray, height = 3, } function UI.Notification:draw() end function UI.Notification:enable() self.enabled = false end function UI.Notification:error(value, timeout) self.backgroundColor = colors.red self:display(value, timeout) end function UI.Notification:info(value, timeout) self.backgroundColor = colors.gray self:display(value, timeout) end function UI.Notification:success(value, timeout) self.backgroundColor = colors.green self:display(value, timeout) end function UI.Notification:cancel() if self.canvas then Event.cancelNamedTimer('notificationTimer') self.enabled = false self.canvas:removeLayer() self.canvas = nil end end function UI.Notification:display(value, timeout) self.enabled = true local lines = Util.wordWrap(value, self.width - 2) self.height = #lines + 1 self.y = self.parent.height - self.height + 1 if self.canvas then self.canvas:removeLayer() end self.canvas = self:addLayer(self.backgroundColor, self.textColor) self:addTransition('expandUp', { ticks = self.height }) self.canvas:setVisible(true) self:clear() for k,v in pairs(lines) do self:write(2, k, v) end Event.addNamedTimer('notificationTimer', timeout or 3, false, function() self:cancel() self:sync() end) end --[[-- Throttle --]]-- UI.Throttle = class(UI.Window) UI.Throttle.defaults = { UIElement = 'Throttle', backgroundColor = colors.gray, height = 6, width = 10, timeout = .095, ctr = 0, image = { ' //) (O )~@ &~&-( ?Q ', ' //) (O )- @ \\-( ?) && ', ' //) (O ), @ \\-(?) && ', ' //) (O ). @ \\-d ) (@ ' } } function UI.Throttle:setParent() self.x = math.ceil((self.parent.width - self.width) / 2) self.y = math.ceil((self.parent.height - self.height) / 2) UI.Window.setParent(self) end function UI.Throttle:enable() self.enabled = false end function UI.Throttle:disable() if self.canvas then self.enabled = false self.canvas:removeLayer() self.canvas = nil self.c = nil end end function UI.Throttle:update() local cc = os.clock() if not self.c then self.c = cc elseif cc > self.c + self.timeout then os.sleep(0) self.c = os.clock() self.enabled = true if not self.canvas then self.canvas = self:addLayer(self.backgroundColor, colors.cyan) self.canvas:setVisible(true) self:clear(colors.cyan) end local image = self.image[self.ctr + 1] local width = self.width - 2 for i = 0, #self.image do self:write(2, i + 2, image:sub(width * i + 1, width * i + width), colors.black, colors.white) end self.ctr = (self.ctr + 1) % #self.image self:sync() end end --[[-- StatusBar --]]-- UI.StatusBar = class(UI.Window) UI.StatusBar.defaults = { UIElement = 'StatusBar', backgroundColor = colors.lightGray, textColor = colors.gray, height = 1, ey = -1, } function UI.StatusBar:adjustWidth() -- Can only have 1 adjustable width if self.columns then local w = self.width - #self.columns - 1 for _,c in pairs(self.columns) do if c.width then c.cw = c.width -- computed width w = w - c.width end end for _,c in pairs(self.columns) do if not c.width then c.cw = w end end end end function UI.StatusBar:resize() UI.Window.resize(self) self:adjustWidth() end function UI.StatusBar:setParent() UI.Window.setParent(self) self:adjustWidth() end function UI.StatusBar:setStatus(status) if self.values ~= status then self.values = status self:draw() end end function UI.StatusBar:setValue(name, value) if not self.values then self.values = { } end self.values[name] = value end function UI.StatusBar:getValue(name) if self.values then return self.values[name] end end function UI.StatusBar:timedStatus(status, timeout) timeout = timeout or 3 self:write(2, 1, Util.widthify(status, self.width-2), self.backgroundColor) Event.addNamedTimer('statusTimer', timeout, false, function() if self.parent.enabled then self:draw() self:sync() end end) end function UI.StatusBar:getColumnWidth(name) local c = Util.find(self.columns, 'key', name) return c and c.cw end function UI.StatusBar:setColumnWidth(name, width) local c = Util.find(self.columns, 'key', name) if c then c.cw = width end end function UI.StatusBar:draw() if not self.values then self:clear() elseif type(self.values) == 'string' then self:write(1, 1, Util.widthify(' ' .. self.values, self.width)) else local s = '' for _,c in ipairs(self.columns) do s = s .. ' ' .. Util.widthify(tostring(self.values[c.key] or ''), c.cw) end self:write(1, 1, Util.widthify(s, self.width)) end end --[[-- ProgressBar --]]-- UI.ProgressBar = class(UI.Window) UI.ProgressBar.defaults = { UIElement = 'ProgressBar', progressColor = colors.lime, backgroundColor = colors.gray, height = 1, value = 0, } function UI.ProgressBar:draw() self:clear() local width = math.ceil(self.value / 100 * self.width) self:clearArea(1, 1, width, self.height, self.progressColor) end --[[-- VerticalMeter --]]-- UI.VerticalMeter = class(UI.Window) UI.VerticalMeter.defaults = { UIElement = 'VerticalMeter', backgroundColor = colors.gray, meterColor = colors.lime, width = 1, value = 0, } function UI.VerticalMeter:draw() local height = self.height - math.ceil(self.value / 100 * self.height) self:clear() self:clearArea(1, height + 1, self.width, self.height, self.meterColor) end --[[-- TextEntry --]]-- UI.TextEntry = class(UI.Window) UI.TextEntry.defaults = { UIElement = 'TextEntry', value = '', shadowText = '', focused = false, textColor = colors.white, shadowTextColor = colors.gray, backgroundColor = colors.black, -- colors.lightGray, backgroundFocusColor = colors.black, --lightGray, height = 1, limit = 6, pos = 0, accelerators = { [ 'control-c' ] = 'copy', } } function UI.TextEntry:postInit() self.value = tostring(self.value) end function UI.TextEntry:setValue(value) self.value = value end function UI.TextEntry:setPosition(pos) self.pos = pos end function UI.TextEntry:updateScroll() if not self.scroll then self.scroll = 0 end if not self.pos then self.pos = #tostring(self.value) self.scroll = 0 elseif self.pos > #tostring(self.value) then self.pos = #tostring(self.value) self.scroll = 0 end if self.pos - self.scroll > self.width - 2 then self.scroll = self.pos - (self.width - 2) elseif self.pos < self.scroll then self.scroll = self.pos end end function UI.TextEntry:draw() local bg = self.backgroundColor local tc = self.textColor if self.focused then bg = self.backgroundFocusColor end self:updateScroll() local text = tostring(self.value) if #text > 0 then if self.scroll and self.scroll > 0 then text = text:sub(1 + self.scroll) end if self.mask then text = _rep('*', #text) end else tc = self.shadowTextColor text = self.shadowText end self:write(1, 1, ' ' .. Util.widthify(text, self.width - 2) .. ' ', bg, tc) if self.focused then self:setCursorPos(self.pos-self.scroll+2, 1) end end function UI.TextEntry:reset() self.pos = 0 self.value = '' self:draw() self:updateCursor() end function UI.TextEntry:updateCursor() self:updateScroll() self:setCursorPos(self.pos-self.scroll+2, 1) end function UI.TextEntry:focus() self:draw() if self.focused then self:setCursorBlink(true) else self:setCursorBlink(false) end end --[[ A few lines below from theoriginalbit http://www.computercraft.info/forums2/index.php?/topic/16070-read-and-limit-length-of-the-input-field/ --]] function UI.TextEntry:eventHandler(event) if event.type == 'key' then local ch = event.key if ch == 'left' then if self.pos > 0 then self.pos = math.max(self.pos-1, 0) self:draw() end elseif ch == 'right' then local input = tostring(self.value) if self.pos < #input then self.pos = math.min(self.pos+1, #input) self:draw() end elseif ch == 'home' then self.pos = 0 self:draw() elseif ch == 'end' then self.pos = #tostring(self.value) self:draw() elseif ch == 'backspace' then if self.pos > 0 then local input = tostring(self.value) self.value = input:sub(1, self.pos-1) .. input:sub(self.pos+1) self.pos = self.pos - 1 self:draw() self:emit({ type = 'text_change', text = self.value, element = self }) end elseif ch == 'delete' then local input = tostring(self.value) if self.pos < #input then self.value = input:sub(1, self.pos) .. input:sub(self.pos+2) self:draw() self:emit({ type = 'text_change', text = self.value, element = self }) end elseif #ch == 1 then local input = tostring(self.value) if #input < self.limit then self.value = input:sub(1, self.pos) .. ch .. input:sub(self.pos+1) self.pos = self.pos + 1 self:draw() self:emit({ type = 'text_change', text = self.value, element = self }) end else return false end return true elseif event.type == 'copy' then os.queueEvent('clipboard_copy', self.value) elseif event.type == 'paste' then local input = tostring(self.value) local text = event.text if #input + #text > self.limit then text = text:sub(1, self.limit-#input) end self.value = input:sub(1, self.pos) .. text .. input:sub(self.pos+1) self.pos = self.pos + #text self:draw() self:updateCursor() self:emit({ type = 'text_change', text = self.value, element = self }) return true elseif event.type == 'mouse_click' then if self.focused and event.x > 1 then self.pos = event.x + self.scroll - 2 self:updateCursor() return true end elseif event.type == 'mouse_rightclick' then local input = tostring(self.value) if #input > 0 then self:reset() self:emit({ type = 'text_change', text = self.value, element = self }) end end return false end --[[-- Chooser --]]-- UI.Chooser = class(UI.Window) UI.Chooser.defaults = { UIElement = 'Chooser', choices = { }, nochoice = 'Select', backgroundFocusColor = colors.lightGray, height = 1, } function UI.Chooser:setParent() if not self.width and not self.ex then self.width = 1 for _,v in pairs(self.choices) do if #v.name > self.width then self.width = #v.name end end self.width = self.width + 4 end UI.Window.setParent(self) end function UI.Chooser:draw() local bg = self.backgroundColor if self.focused then bg = self.backgroundFocusColor end local choice = Util.find(self.choices, 'value', self.value) local value = self.nochoice if choice then value = choice.name end self:write(1, 1, '<', bg, colors.black) self:write(2, 1, ' ' .. Util.widthify(value, self.width-4) .. ' ', bg) self:write(self.width, 1, '>', bg, colors.black) end function UI.Chooser:focus() self:draw() end function UI.Chooser:eventHandler(event) if event.type == 'key' then if event.key == 'right' or event.key == 'space' then local _,k = Util.find(self.choices, 'value', self.value) if k and k < #self.choices then self.value = self.choices[k+1].value else self.value = self.choices[1].value end self:emit({ type = 'choice_change', value = self.value }) self:draw() return true elseif event.key == 'left' then local _,k = Util.find(self.choices, 'value', self.value) if k and k > 1 then self.value = self.choices[k-1].value else self.value = self.choices[#self.choices].value end self:emit({ type = 'choice_change', value = self.value }) self:draw() return true end elseif event.type == 'mouse_click' then if event.x == 1 then self:emit({ type = 'key', key = 'left' }) return true elseif event.x == self.width then self:emit({ type = 'key', key = 'right' }) return true end end end --[[-- Text --]]-- UI.Text = class(UI.Window) UI.Text.defaults = { UIElement = 'Text', value = '', height = 1, } function UI.Text:setParent() if not self.width and not self.ex then self.width = #tostring(self.value) end UI.Window.setParent(self) end function UI.Text:draw() self:write(1, 1, Util.widthify(self.value or '', self.width), self.backgroundColor) end --[[-- ScrollBar --]]-- UI.ScrollBar = class(UI.Window) UI.ScrollBar.defaults = { UIElement = 'ScrollBar', lineChar = '|', sliderChar = '#', upArrowChar = '^', downArrowChar = 'v', scrollbarColor = colors.lightGray, value = '', width = 1, x = -1, ey = -1, } function UI.ScrollBar:draw() local parent = self.parent local view = parent:getViewArea() if view.totalHeight > view.height then local maxScroll = view.totalHeight - view.height local percent = view.offsetY / maxScroll local sliderSize = math.max(1, Util.round(view.height / view.totalHeight * (view.height - 2))) local x = self.width local row = view.y if not view.static then -- does the container scroll ? self.y = row -- if so, move the scrollbar onscreen row = 1 end for i = 1, view.height - 2 do self:write(x, row + i, self.lineChar, nil, self.scrollbarColor) end local y = Util.round((view.height - 2 - sliderSize) * percent) for i = 1, sliderSize do self:write(x, row + y + i, self.sliderChar, nil, self.scrollbarColor) end local color = self.scrollbarColor if view.offsetY > 0 then color = colors.white end self:write(x, row, self.upArrowChar, nil, color) color = self.scrollbarColor if view.offsetY + view.height < view.totalHeight then color = colors.white end self:write(x, row + view.height - 1, self.downArrowChar, nil, color) end end function UI.ScrollBar:eventHandler(event) if event.type == 'mouse_click' or event.type == 'mouse_doubleclick' then if event.x == 1 then local view = self.parent:getViewArea() if view.totalHeight > view.height then if event.y == view.y then self:emit({ type = 'scroll_up'}) elseif event.y == self.height then self:emit({ type = 'scroll_down'}) -- else -- ... percentage ... end end return true end end end --[[-- TextArea --]]-- UI.TextArea = class(UI.Viewport) UI.TextArea.defaults = { UIElement = 'TextArea', marginRight = 2, value = '', } function UI.TextArea:postInit() self.scrollBar = UI.ScrollBar() end function UI.TextArea:setText(text) self.offy = 0 self.ymax = nil self.value = text self:draw() end function UI.TextArea:focus() -- allow keyboard scrolling end function UI.TextArea:draw() self:clear() -- self:setCursorPos(1, 1) self.cursorX, self.cursorY = 1, 1 self:print(self.value) self.ymax = self.cursorY + 1 for _,child in pairs(self.children) do if child.enabled then child:draw() end end end --[[-- Form --]]-- UI.Form = class(UI.Window) UI.Form.defaults = { UIElement = 'Form', values = { }, margin = 2, event = 'form_complete', } function UI.Form:postInit() self:createForm() end function UI.Form:reset() for _,child in pairs(self.children) do if child.reset then child:reset() end end end function UI.Form:setValues(values) self:reset() self.values = values for _,child in pairs(self.children) do if child.formKey then -- this should be child:setValue(self.values[child.formKey]) -- so chooser can set default choice if null -- null should be valid as well child.value = self.values[child.formKey] or '' end end end function UI.Form:createForm() self.children = self.children or { } if not self.labelWidth then self.labelWidth = 1 for _, child in pairs(self) do if type(child) == 'table' and child.UIElement then if child.formLabel then self.labelWidth = math.max(self.labelWidth, #child.formLabel + 2) end end end end local y = self.margin for _, child in pairs(self) do if type(child) == 'table' and child.UIElement then if child.formKey then child.value = self.values[child.formKey] or '' end if child.formLabel then child.x = self.labelWidth + self.margin - 1 child.y = y if not child.width and not child.ex then child.ex = -self.margin end table.insert(self.children, UI.Text { x = self.margin, y = y, textColor = colors.black, width = #child.formLabel, value = child.formLabel, }) end if child.formKey or child.formLabel then y = y + 1 end end end table.insert(self.children, UI.Button { y = -self.margin, x = -12 - self.margin, text = 'Ok', event = 'form_ok', }) table.insert(self.children, UI.Button { y = -self.margin, x = -7 - self.margin, text = 'Cancel', event = 'form_cancel', }) end function UI.Form:validateField(field) if field.required then if not field.value or #tostring(field.value) == 0 then return false, 'Field is required' end end return true end function UI.Form:eventHandler(event) if event.type == 'form_ok' then for _,child in pairs(self.children) do if child.formKey then local s, m = self:validateField(child) if not s then self:setFocus(child) self:emit({ type = 'form_invalid', message = m, field = child }) return false end end end for _,child in pairs(self.children) do if child.formKey then self.values[child.formKey] = child.value end end self:emit({ type = self.event, UIElement = self }) else return UI.Window.eventHandler(self, event) end return true end --[[-- Dialog --]]-- UI.Dialog = class(UI.Page) UI.Dialog.defaults = { UIElement = 'Dialog', x = 7, y = 4, z = 2, height = 7, textColor = colors.black, backgroundColor = colors.white, } function UI.Dialog:postInit() self.titleBar = UI.TitleBar({ previousPage = true, title = self.title }) end function UI.Dialog:setParent() if not self.width then self.width = self.parent.width - 11 end if self.width > self.parent.width then self.width = self.parent.width end self.x = math.floor((self.parent.width - self.width) / 2) + 1 self.y = math.floor((self.parent.height - self.height) / 2) + 1 UI.Page.setParent(self) end function UI.Dialog:disable() self.previousPage.canvas.palette = self.oldPalette UI.Page.disable(self) end function UI.Dialog:enable(...) self.oldPalette = self.previousPage.canvas.palette self.previousPage.canvas:applyPalette(Canvas.darkPalette) self:addTransition('grow') UI.Page.enable(self, ...) end function UI.Dialog:eventHandler(event) if event.type == 'cancel' then UI:setPreviousPage() end return UI.Page.eventHandler(self, event) end --[[-- Image --]]-- UI.Image = class(UI.Window) UI.Image.defaults = { UIElement = 'Image', event = 'button_press', } function UI.Image:setParent() if self.image then self.height = #self.image end if self.image and not self.width then self.width = #self.image[1] end UI.Window.setParent(self) end function UI.Image:draw() self:clear() if self.image then for y = 1, #self.image do local line = self.image[y] for x = 1, #line do local ch = line[x] if type(ch) == 'number' then if ch > 0 then self:write(x, y, ' ', ch) end else self:write(x, y, ch) end end end end end function UI.Image:setImage(image) self.image = image end --[[-- NftImage --]]-- UI.NftImage = class(UI.Window) UI.NftImage.defaults = { UIElement = 'NftImage', event = 'button_press', } function UI.NftImage:setParent() if self.image then self.height = self.image.height end if self.image and not self.width then self.width = self.image.width end UI.Window.setParent(self) end function UI.NftImage:draw() if self.image then for y = 1, self.image.height do for x = 1, #self.image.text[y] do self:write(x, y, self.image.text[y][x], self.image.bg[y][x], self.image.fg[y][x]) end end else self:clear() end end function UI.NftImage:setImage(image) self.image = image end UI:loadTheme('usr/config/ui.theme') if Util.getVersion() >= 1.76 then UI:loadTheme('sys/etc/ext.theme') end UI:setDefaultDevice(UI.Device({ device = term.current() })) return UI