changed desktopGui
This commit is contained in:
344
desktopGui.lua
344
desktopGui.lua
@@ -9,168 +9,228 @@ local gui=require"GUI"
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gui.initialize()
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local w,h = gui.getResolution()
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local start_time = computer.uptime()
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local clickcount = 0
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local running = true
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local function incCount()
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clickcount=clickcount+1
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click_counter.setText("Clickcounter: %i",clickcount)
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end
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local function moveR1() test1.move(1) end
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local function moveL1() test1.move(-1) end
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local function moveUp1() test1.move(nil,-1) end
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local function moveDown1() test1.move(nil,1) end
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local function layerUp1() test1.move(nil,nil,1) showl1.setText("Layer yellow: %i",test1.getLayer()) end
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local function layerDown1() test1.move(nil,nil,-1) showl1.setText("Layer yellow: %i",test1.getLayer()) end
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local function moveR2() test2.move(1) end
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local function moveL2() test2.move(-1) end
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local function moveUp2() test2.move(nil,-1) end
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local function moveDown2() test2.move(nil,1) end
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local function layerUp2() test2.move(nil,nil,1) showl2.setText("Layer blue: %i",test2.getLayer()) end
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local function layerDown2() test2.move(nil,nil,-1) showl2.setText("Layer blue: %i",test2.getLayer()) end
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local function exitGUI() running=false end
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local function chgFCol() gui.setStdForeColor(0xFF0000) end
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local function chgStdCol() gui.setStdForeColor(0xFFFFFF) end
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local function textoutput(x,y,button,user,text) textoutput_shape.setText(text) end
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gui.show()
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--[[
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welcome=gui.label(math.floor(w/3),2,math.floor(w/3),4,nil,nil,nil,nil,nil,"Welcome to the tech demo of my GUI-API!\nI hope you enjoy it and get a taste of its potential,\nwell it is still beta..\ncould kill penguins, burn your house etc...:D")
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features=gui.labelbox(2,8,w-4,9,101,nil,0x00AAFF,nil,nil,"Some general features in beta:\nObject oriented, Layer support, Reference system\n\nSo in understandable words:\nYou can move objects, resize objects, change their layer, bind a text to a rect so they move and resize together,...\n\nCurrently added shapes:\nRect, Label, Labelbox, Listing, Textbox (working, but has some glitches)\nThe Community is encouraged to contribute shapes!")
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counter=gui.label(w-20,1,20,1,101,nil,nil,nil,nil,"Current uptime: %.1f",computer.uptime()-start_time)
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click_counter=gui.label(w-20,2,20,0,101,nil,nil,nil,nil,"Clickcounter: %i",clickcount)
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clickbox=gui.labelbox(w/2-5,20,10,2,101,nil,0xFFAA00,incCount,nil,"Click me!")
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clickbox.moveText(1,1)
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exit=gui.labelbox(w-3,h,3,1,101,nil,0x00AAAA,exitGUI,nil,"Exit")
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test1=gui.rect_full(70,30,20,10,nil,nil,0xFFFF00)
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test2=gui.rect_full(80,35,20,10,101,nil,0x00FFFF)
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moveR1l=gui.labelbox(6,h-6,4,0,101,nil,0x00AAFF,moveR1,nil,"Right")
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moveL1l=gui.labelbox(2,h-6,3,0,101,nil,0x00AAF0,moveL1,nil,"Left")
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moveUp1l=gui.labelbox(5,h-7,1,0,101,nil,0x00AA0F,moveUp1,nil,"Up")
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moveDown1l=gui.labelbox(4,h-5,3,0,101,nil,0x00AAF0,moveDown1,nil,"Down")
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layerUp1l=gui.labelbox(3,h-10,6,0,101,nil,0x00AAFF,layerUp1,nil,"LayerUp")
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layerDown1l=gui.labelbox(2,h-9,8,0,101,nil,0x00AA00,layerDown1,nil,"LayerDown")
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moveR2l=gui.labelbox(18,h-6,4,0,101,nil,0x00AAFF,moveR2,nil,"Right")
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moveL2l=gui.labelbox(14,h-6,3,0,101,nil,0x00AAF0,moveL2,nil,"Left")
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moveUp2l=gui.labelbox(17,h-7,1,0,101,nil,0x00AA0F,moveUp2,nil,"Up")
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moveDown2l=gui.labelbox(16,h-5,3,0,101,nil,0x00AAF0,moveDown2,nil,"Down")
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layerUp2l=gui.labelbox(15,h-2,6,0,101,nil,0x00AA00,layerUp2,nil,"LayerUp")
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layerDown2l=gui.labelbox(14,h-3,8,0,101,nil,0x00AAFF,layerDown2,nil,"LayerDown")
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showl1=gui.label(5,h-15,16,0,101,nil,nil,nil,nil,"Layer yellow: %i",test1.getLayer())
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showl2=gui.label(5,h-14,16,0,101,nil,nil,nil,nil,"Layer blue: %i",test2.getLayer())
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local t="change foreground color to "
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local f="0xFF0000"
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changeFCol=gui.labelbox(3,20,16,1,101,nil,0xFFAAFF,chgFCol,nil,t..f)
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changeStdCol=gui.labelbox(3,23,16,1,101,nil,0xFFAAFF,chgStdCol,nil,t.."standard")
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scrollbox=gui.listing(w-10,30,8,4,101,nil,0x00FFAA,nil,nil,{"Scroll me!","This is a long text so you can test the scrolling feature","And to show you the listing shape"})
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textinput=gui.textbox(w-10,36,8,4,101,nil,0xFFAA00,textoutput,nil,"insert text")
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textoutput_shape=gui.labelbox(w-10,42,8,5,101,nil,0xFF00AA,nil,nil,"input will be here")
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]]
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--Usage? (no good docs)
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--labelbox(x, y, w, h, layer, fColor, bColor, clickEvent, ?, text)
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--when nil is used most params have standard values you can globally adjust.
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--initiate this object using: [Name] = windows()
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function windows()
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--chose "a" for better readability
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a = {
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title = "Name",
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titleForegroundColor = 0xFFFFFF,
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titleBackgroundColor = 0x0000bb,
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contentBackgroundColor = 0x000000,
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exitTextBackgroundColor = 0xFF0000,
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exitText = "Exit",
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titleHeight = 1,
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size = { 50, 50},
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position = { 1, 1},
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layer = 105,
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--ar there pending changes on the position?
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changes = false,
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--initiate this object using: [Name] = windows:new()
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windows = {
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name = "",
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title = "Name",
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titleForegroundColor = 0xFFFFFF,
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titleBackgroundColor = 0x0000bb,
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contentBackgroundColor = 0x0F0F0F,
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exitTextBackgroundColor = 0xFF0000,
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exitText = "Exit",
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titleHeight = 0, --0 = 1 line high
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size = { 100, 20},
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position = { 10, 10},
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layer = 105,
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--TODO: at the moment this exits the gui. Maybe make it delete this object?
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exit = function() running = false end,
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moveWindowR = function(self) self.position[1] = self.position[1] + 1 self.changes = true end,
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moveWindowL = function(self) self.position[1] = self.position[1] - 1 self.changes = true end,
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moveWindowUp = function(self) self.position[2] = self.position[2] - 1 self.changes = true end,
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moveWindowDown = function(self) self.position[2] = self.position[2] + 1 self.changes = true end,
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moveToForeground = function(self) self.layer = self.layer + 1 self.changes = true end,
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closeable = true,
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defaultContents = function(self)
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c = {
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self:drawTitle(),
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self:drawPanel(),
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self:drawButton(1, 1, "+", 0x00FF00, function() self:moveWindowUp() end),
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self:drawButton(1, 2, "-", 0x0000FF, function() self:moveWindowDown() end),
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self:drawButton(1, 3, ">", 0x00BB00, function() self:moveWindowR() end),
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self:drawButton(1, 4, "<", 0x0000BB, function() self:moveWindowL() end)
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}
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return c end,
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drawTitle = function(self)
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titlebar = gui.labelbox(self.position[1],
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self.position[2],
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self.size[1] - #a.exitText - 1,
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self.titleHeight,
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self.layer,
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self.titleForegroundColor,
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self.titleBackgroundColor,
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self.moveToForeground, nil,
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self.title)
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exit = gui.labelbox(self.position[1] + (self.size[1] - #self.exitText),
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self.position[2],
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#self.exitText,
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activeObjects = {},
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--are there pending changes on the position?
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--changes = false,
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--TODO: at the moment this exits the gui. Maybe make it delete this object?
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exit = function(self) if self.closeable == true then self:deleteWindow() end end,
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moveWindowR = function(self) self:updateWindow(1) end,
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moveWindowL = function(self) self:updateWindow(-1) end,
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moveWindowUp = function(self) self:updateWindow(nil, -1) end,
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moveWindowDown = function(self) self:updateWindow(nil, 1) end,
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moveToForeground = function(self) self:updateWindow(nil, nil, 10) end,
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insertActiveObjectToTable = function(self, obj) table.insert(self.activeObjects, obj) end,
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drawTitle = function(self)
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titlebar = gui.labelbox(self.position[1],
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self.position[2],
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self.size[1] - #self.exitText - 1,
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self.titleHeight,
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self.layer,
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self.titleForegroundColor,
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self.exitTextBackgroundColor,
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self.exit, nil,
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self.exitText)
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end,
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drawPanel = function(self)
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contentPanel = gui.rect_full(self.position[1],
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self.position[2] + 1,
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self.size[1],
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self.size[2] - 1,
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self.layer - 1, --Background has to be in the Background... duh...
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nil, --no text => no foreground color
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self.contentBackgroundColor)
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end,
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self.titleBackgroundColor,
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function() self:moveToForeground() end, nil,
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self.title)
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exit = gui.labelbox(self.position[1] + (self.size[1] - #self.exitText),
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self.position[2],
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#self.exitText,
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self.titleHeight,
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self.layer,
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self.titleForegroundColor,
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self.exitTextBackgroundColor,
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function() self:exit() end, nil,
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self.exitText)
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self:insertActiveObjectToTable(exit)
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self:insertActiveObjectToTable(titlebar)
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end,
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--use relX and relY with to align relative to window
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drawButton = function(self, relX, relY, description, color, clickEvent)
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absX = self.position[1] + (self.size[1]/relX)
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absY = self.position[1] + (self.size[1]/relY)
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button = gui.labelbox( absX,
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absY,
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#description,
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1,
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self.layer,
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nil,
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color,
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clickEvent, nil,
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description)
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end,
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--insert wanted content into this table.
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windowContents = function(self)
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b = {self:drawTitle(),
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self:drawPanel(),
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self:drawButton(0.1, 0.3, "Hoch", 0x00FF00, self.moveWindowUp),
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self:drawButton(0.1, 0.1, "Runter", 0x0000FF, self.moveWindowDown)}
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return b end,
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--used for updating the contents
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drawWindow = function(self)
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for i, method in ipairs(self:windowContents()) do
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method()
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end
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self.changes = false
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drawPanel = function(self)
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contentPanel = gui.rect_full(self.position[1],
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self.position[2] + 1,
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self.size[1],
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self.size[2] - 1,
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self.layer - 1, --Background has to be in the Background... duh...
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nil, --no text => no foreground color
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self.contentBackgroundColor)
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self:insertActiveObjectToTable(contentPanel)
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end,
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--use relX and relY with to align relative to window
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drawButton = function(self, relX, relY, description, color, clickEvent)
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if relX > self.size[1] then relX = self.size[1] end
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if relY > self.size[2] then relY = self.size[2] end
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absX = self.position[1] + (relX)
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absY = self.position[2] + (relY)
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button = gui.labelbox( absX,
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absY,
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#description,
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0,
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self.layer,
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nil,
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color,
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clickEvent, nil,
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description)
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self:insertActiveObjectToTable(button)
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return button
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end,
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insertObjectToContents = function(self, object)
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content = self:windowContents()
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table.insert(content, object)
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function self:windowContents()
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b = content
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return b
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end
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}
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return a
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end
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end,
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resetContents = function(self)
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function self:windowContent()
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b = self:defaultContents()
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return b
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end
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end,
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--do it my boy, draw it!
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drawProgressBar = function(self, relX, relY, value, maxValue, description, width, color, backgroundColor, warningThreshold)
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color = color or 0x00FF00
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warningThreshold = warningThreshold or 20
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description = description or "Name"
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width = width or 10
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backgroundColor = backgroundColor or self.contentBackgroundColor
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percentage = (value*100)/maxValue
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if percentage < warningThreshold then color = 0xBB0000 end
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if relX > self.size[1] then relX = self.size[1] end
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if relY > self.size[2] then relY = self.size[2] end
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absX = self.position[1] + (relX)
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absY = self.position[2] + (relY)
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outline = gui.labelbox( absX,
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absY,
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width,
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1,
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self.layer,
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nil,
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backgroundColor,
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nil, nil,
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description)
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bar = gui.labelbox (absX,
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absY + 1,
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math.floor((width * percentage) / 100),
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0,
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self.layer,
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nil,
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color)
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self:insertActiveObjectToTable(outline)
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self:insertActiveObjectToTable(bar)
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end,
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--insert wanted content into this table.
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windowContents = function(self)
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b = self:defaultContents()
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return b end,
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--Init Window
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drawWindow = function(self)
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self.activeObjects = {}
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for i, method in ipairs(self:windowContents()) do
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method()
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end
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end,
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--used for updating the contents when moved (args may be nil for content updates)
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updateWindow = function(self, x, y, layer)
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for i, object in ipairs(self.activeObjects) do
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object.move(x, y, layer)
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--object.update()
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end
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end,
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rebootWindow = function(self)
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self:deleteWindow()
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self:drawWindow()
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end,
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--delete all window objects
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deleteWindow = function(self)
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for i, object in ipairs(self.activeObjects) do
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object.remove(false) --remove all objects and show layers behind it
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end
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end,
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-- Constructor
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new = function(self, name, o)
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self.__index = self
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o = o or {}
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local inst = setmetatable(o, self)
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inst.name = name
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self.title = name
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return inst
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end
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}
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Window1 = windows:new("Win1")
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Window2 = windows:new("Win2")
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ExitWindow = windows:new("Exit")
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Window2.size = {50, 10}
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Window2.position = {1, 1}
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Window2.layer = 101
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Window2.titleBackgroundColor = 0x00bb00
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ExitWindow.size = {30, 10}
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ExitWindow.position = {100, 1}
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ExitWindow.closeable = false
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ExitWindow.contentBackgroundColor = 0xbbbbbb
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ExitWindow:insertObjectToContents(ExitWindow:drawButton(5, 1, "Exit GUI", 0xFF0000, function() running = false end))
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Window1:insertObjectToContents(Window1:drawProgressBar(5, 3, 25, 100, "TestBar", 10))
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Window1 = windows()
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Window1:drawWindow()
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Window2:drawWindow()
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ExitWindow:drawWindow()
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while running do
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os.sleep(0.2)
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if Window1.changes then
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Window1:drawWindow()
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end
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--just loop. put some looping shit here!
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end
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--os.execute("reboot")
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gui.stopGUI()
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os.exit()
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Reference in New Issue
Block a user