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luanti/builtin/ui/window.lua
2025-06-01 18:41:24 -07:00

283 lines
8 KiB
Lua

-- Luanti
-- SPDX-License-Identifier: LGPL-2.1-or-later
-- Copyright (C) 2023 v-rob, Vincent Robinson <robinsonvincent89@gmail.com>
ui.Window = core.class()
ui._window_types = {
filter = 0,
mask = 1,
hud = 2,
chat = 3,
gui = 4,
}
function ui.Window:new(param)
local function make_window(props)
self:_init(ui._req(props, "table"))
return self
end
self._type = ui._req_enum(param, ui._window_types)
return make_window
end
function ui.Window:_init(props)
self._theme = ui._opt(props.theme, ui.Style, ui.get_default_theme())
self._styles = ui._opt_array(props.styles, ui.Style, props)
self._root = ui._req(props.root, ui.Root)
self._focused = ui._opt(props.focused, "string")
self._allow_close = ui._opt(props.allow_close, "boolean", true)
self._on_close = ui._opt(props.on_close, "function")
self._on_submit = ui._opt(props.on_submit, "function")
self._on_focus_change = ui._opt(props.on_focus_change, "function")
self._context = nil -- Set by ui.Context
self._elems = self._root:_get_flat()
self._elems_by_id = {}
for _, elem in ipairs(self._elems) do
local id = elem._id
assert(not self._elems_by_id[id], "Element has duplicate ID: '" .. id .. "'")
self._elems_by_id[id] = elem
assert(elem._window == nil, "Element '" .. elem._id .. "' already has a window")
elem._window = self
end
if self._focused and self._focused ~= "" then
assert(self._elems_by_id[self._focused],
"Invalid focused element: '" .. self._focused .. "'")
end
for _, item in ipairs(props) do
ui._req(item, ui.Style)
end
end
function ui.Window:_encode(player, opening)
local enc_styles = self:_encode_styles()
local enc_elems = self:_encode_elems()
local fl = ui._make_flags()
if ui._shift_flag(fl, self._focused) then
ui._encode_flag(fl, "z", self._focused)
end
ui._shift_flag(fl, opening and self._allow_close)
ui._shift_flag(fl, self._on_submit)
ui._shift_flag(fl, self._on_focus_change)
local data = ui._encode("ZzZ", enc_elems, self._root._id, enc_styles)
if opening then
data = ui._encode("ZB", data, ui._window_types[self._type])
end
return ui._encode("ZZ", data, ui._encode_flags(fl))
end
function ui.Window:_encode_styles()
-- Clear out all the boxes in every element.
for _, elem in ipairs(self._elems) do
for box in pairs(elem._boxes) do
elem._boxes[box] = {n = 0}
end
end
-- Get a cascaded and flattened list of all the styles for this window.
local styles = self:_get_full_style():_get_flat()
-- Take each style and apply its properties to every box and state matched
-- by its selector.
self:_apply_styles(styles)
-- Take the styled boxes and encode their styles into a single table,
-- replacing the boxes' style property tables with indices into this table.
local enc_styles = self:_index_styles()
return ui._encode_array("Z", enc_styles)
end
function ui.Window:_get_full_style()
-- The full style contains the theme, global styles, and local element
-- styles as sub-styles, in that order, to ensure the correct precedence.
local styles = table.merge({self._theme}, self._styles)
for _, elem in ipairs(self._elems) do
-- Cascade the inline style with the element's ID, ensuring that the
-- inline style globally refers to this element only.
local local_style = ui.Style("#" .. elem._id) {
props = elem._props,
nested = elem._styles,
}
table.insert(styles, local_style)
end
-- Return all these styles wrapped up into a single style.
return ui.Style {nested = styles}
end
local function apply_style(elem, boxes, style)
-- Loop through each box, applying the styles accordingly. The table of
-- boxes may be empty, in which case nothing happens.
for _, box in pairs(boxes) do
local name = box.name or "main"
-- If this style resets all properties, find all states that are a
-- subset of the state being styled and clear their property tables.
if style._reset then
for i = ui._STATE_NONE, ui._NUM_STATES - 1 do
if bit.band(box.states, i) == box.states then
elem._boxes[name][i] = nil
end
end
end
-- Get the existing style property table for this box if it exists.
local props = elem._boxes[name][box.states] or {}
-- Cascade the properties from this style onto the box.
elem._boxes[name][box.states] = ui._cascade_props(style._props, props)
end
end
function ui.Window:_apply_styles(styles)
-- Loop through each style and element and see if the style properties can
-- be applied to any boxes.
for _, style in ipairs(styles) do
for _, elem in ipairs(self._elems) do
-- Check if the selector for this style. If it matches, apply the
-- style to each of the applicable boxes.
local matches, boxes = style._sel(elem)
if matches then
apply_style(elem, boxes, style)
end
end
end
end
local function index_style(box, i, style_indices, enc_styles)
-- If we have a style for this state, serialize it to a string. Identical
-- styles have identical strings, so we use this to our advantage.
local enc = ui._encode_props(box[i])
-- If we haven't serialized a style identical to this one before, store
-- this as the latest index in the list of style strings.
if not style_indices[enc] then
style_indices[enc] = #enc_styles
table.insert(enc_styles, enc)
end
-- Set the index of our state to the index of its style string, and keep
-- count of how many states with valid indices we have for this box so far.
box[i] = style_indices[enc]
box.n = box.n + 1
end
function ui.Window:_index_styles()
local style_indices = {}
local enc_styles = {}
for _, elem in ipairs(self._elems) do
for _, box in pairs(elem._boxes) do
for i = ui._STATE_NONE, ui._NUM_STATES - 1 do
if box[i] then
-- If this box has a style, encode and index it.
index_style(box, i, style_indices, enc_styles)
else
-- Otherwise, this state has no style, so set it as such.
box[i] = ui._NO_STYLE
end
end
end
end
return enc_styles
end
function ui.Window:_encode_elems()
local enc_elems = {}
for _, elem in ipairs(self._elems) do
table.insert(enc_elems, elem:_encode())
end
return ui._encode_array("Z", enc_elems)
end
function ui.Window:_on_window_event(code, ev, data)
-- Get the handler function for this event if we recognize it.
local handler = self._handlers[code]
if not handler then
core.log("info", "Invalid window event: " .. code)
return
end
-- If the event handler returned a callback function for the user, call it
-- with the event table.
local callback = handler(self, ev, data)
if callback then
callback(ev)
end
end
function ui.Window:_on_elem_event(code, ev, data)
local type_id, target, rest = ui._decode("BzZ", data, -1)
ev.target = target
-- Get the element for this ID. If it doesn't exist or has a different
-- type, the window probably updated before receiving this event.
local elem = self._elems_by_id[target]
if not elem then
core.log("info", "Dropped event for non-existent element '" .. target .. "'")
return
elseif elem._type_id ~= type_id then
core.log("info", "Dropped event with type " .. type_id ..
" sent to element with type " .. elem._type_id)
return
end
-- Pass the event and data to the element for further processing.
elem:_on_event(code, ev, rest)
end
ui.Window._handlers = {}
ui.Window._handlers[0x00] = function(self, ev, data)
-- We should never receive an event for an uncloseable window. If we
-- did, this player might be trying to cheat.
if not self._allow_close then
core.log("action", "Player '" .. self._context:get_player() ..
"' closed uncloseable window")
return nil
end
-- Since the window is now closed, remove the open window data.
self._context:_close_window()
return self._on_close
end
ui.Window._handlers[0x01] = function(self, ev, data)
return self._on_submit
end
ui.Window._handlers[0x02] = function(self, ev, data)
ev.unfocused, ev.focused = ui._decode("zz", data)
-- If the ID for either element doesn't exist, we probably updated the
-- window to remove the element. Assume nothing is focused then.
if not self._elems_by_id[ev.unfocused] then
ev.unfocused = ""
end
if not self._elems_by_id[ev.focused] then
ev.focused = ""
end
return self._on_focus_change
end