152 lines
4.7 KiB
Lua
152 lines
4.7 KiB
Lua
local Elements = {_all = {}}
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---@param element Element
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function Elements:add(element)
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if not element.id then
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msg.error('attempt to add element without "id" property')
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return
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end
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if self:has(element.id) then Elements:remove(element.id) end
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self._all[#self._all + 1] = element
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self[element.id] = element
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-- Sort by render order
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table.sort(self._all, function(a, b) return a.render_order < b.render_order end)
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request_render()
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end
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function Elements:remove(idOrElement)
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if not idOrElement then return end
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local id = type(idOrElement) == 'table' and idOrElement.id or idOrElement
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local element = Elements[id]
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if element then
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if not element.destroyed then element:destroy() end
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element.enabled = false
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self._all = itable_delete_value(self._all, self[id])
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self[id] = nil
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request_render()
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end
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end
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function Elements:update_proximities()
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local curtain_render_order = Elements.curtain.opacity > 0 and Elements.curtain.render_order or 0
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local mouse_leave_elements = {}
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local mouse_enter_elements = {}
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-- Calculates proximities for all elements
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for _, element in self:ipairs() do
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if element.enabled then
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local previous_proximity_raw = element.proximity_raw
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-- If curtain is open, we disable all elements set to rendered below it
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if not element.ignores_curtain and element.render_order < curtain_render_order then
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element:reset_proximity()
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else
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element:update_proximity()
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end
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if element.proximity_raw == 0 then
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-- Mouse entered element area
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if previous_proximity_raw ~= 0 then
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mouse_enter_elements[#mouse_enter_elements + 1] = element
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end
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else
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-- Mouse left element area
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if previous_proximity_raw == 0 then
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mouse_leave_elements[#mouse_leave_elements + 1] = element
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end
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end
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end
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end
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-- Trigger `mouse_leave` and `mouse_enter` events
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for _, element in ipairs(mouse_leave_elements) do element:trigger('mouse_leave') end
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for _, element in ipairs(mouse_enter_elements) do element:trigger('mouse_enter') end
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end
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-- Toggles passed elements' min visibilities between 0 and 1.
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---@param ids string[] IDs of elements to peek.
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function Elements:toggle(ids)
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local has_invisible = itable_find(ids, function(id)
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return Elements[id] and Elements[id].enabled and Elements[id]:get_visibility() ~= 1
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end)
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self:set_min_visibility(has_invisible and 1 or 0, ids)
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-- Reset proximities when toggling off. Has to happen after `set_min_visibility`,
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-- as that is using proximity as a tween starting point.
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if not has_invisible then
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for _, id in ipairs(ids) do
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if Elements[id] then Elements[id]:reset_proximity() end
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end
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end
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end
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-- Set (animate) elements' min visibilities to passed value.
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---@param visibility number 0-1 floating point.
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---@param ids string[] IDs of elements to peek.
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function Elements:set_min_visibility(visibility, ids)
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for _, id in ipairs(ids) do
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local element = Elements[id]
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if element then
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local from = math.max(0, element:get_visibility())
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element:tween_property('min_visibility', from, visibility)
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end
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end
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end
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-- Flash passed elements.
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---@param ids string[] IDs of elements to peek.
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function Elements:flash(ids)
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local elements = itable_filter(self._all, function(element) return itable_has(ids, element.id) end)
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for _, element in ipairs(elements) do element:flash() end
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-- Special case for 'progress' since it's a state of timeline, not an element
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if itable_has(ids, 'progress') and not itable_has(ids, 'timeline') then
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Elements:maybe('timeline', 'flash_progress')
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end
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end
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---@param name string Event name.
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function Elements:trigger(name, ...)
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for _, element in self:ipairs() do element:trigger(name, ...) end
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end
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-- Trigger two events, `name` and `global_name`, depending on element-cursor proximity.
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-- Disabled elements don't receive these events.
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---@param name string Event name.
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function Elements:proximity_trigger(name, ...)
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for i = #self._all, 1, -1 do
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local element = self._all[i]
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if element.enabled then
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if element.proximity_raw == 0 then
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if element:trigger(name, ...) == 'stop_propagation' then break end
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end
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if element:trigger('global_' .. name, ...) == 'stop_propagation' then break end
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end
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end
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end
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-- Returns a property of an element with a passed `id` if it exists, with an optional fallback.
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---@param id string
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---@param prop string
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---@param fallback any
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function Elements:v(id, prop, fallback)
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if self[id] and self[id].enabled and self[id][prop] ~= nil then return self[id][prop] end
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return fallback
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end
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-- Calls a method on an element with passed `id` if it exists.
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---@param id string
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---@param method string
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function Elements:maybe(id, method, ...)
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if self[id] then return self[id]:maybe(method, ...) end
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end
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function Elements:has(id) return self[id] ~= nil end
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function Elements:ipairs() return ipairs(self._all) end
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return Elements
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