Ui enhancements 2.0 (#31)
* canvas overhaul * minor tweaks * list mode for overview * bugfixes + tweaks for editor 2.0 * minor tweaks * more editor work * refactor + new transitions * use layout() where appropriate and cleanup * mouse triple click + textEntry scroll ind * cleanup * cleanup + theme editor * color rework + cleanup * changes for deprecated ui methods * can now use named colors
This commit was merged in pull request #31.
This commit is contained in:
@@ -1,60 +1,31 @@
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local Canvas = require('opus.ui.canvas')
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local class = require('opus.class')
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local UI = require('opus.ui')
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local Util = require('opus.util')
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local colors = _G.colors
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-- need to add offsets to this test
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local function getPosition(element)
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local x, y = 1, 1
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repeat
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x = element.x + x - 1
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y = element.y + y - 1
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element = element.parent
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until not element
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return x, y
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end
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UI.Page = class(UI.Window)
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UI.Page.defaults = {
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UIElement = 'Page',
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accelerators = {
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down = 'focus_next',
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scroll_down = 'focus_next',
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enter = 'focus_next',
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tab = 'focus_next',
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['shift-tab' ] = 'focus_prev',
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up = 'focus_prev',
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scroll_up = 'focus_prev',
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},
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backgroundColor = colors.cyan,
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textColor = colors.white,
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backgroundColor = 'primary',
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textColor = 'white',
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}
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function UI.Page:postInit()
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self.parent = self.parent or UI.defaultDevice
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self.parent = self.parent or UI.term
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self.__target = self
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self.canvas = Canvas({
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x = 1, y = 1, width = self.parent.width, height = self.parent.height,
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isColor = self.parent.isColor,
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})
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self.canvas:clear(self.backgroundColor, self.textColor)
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end
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function UI.Page:enable()
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self.canvas.visible = true
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UI.Window.enable(self)
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if not self.focused or not self.focused.enabled then
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self:focusFirst()
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end
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end
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function UI.Page:disable()
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self.canvas.visible = false
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UI.Window.disable(self)
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end
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function UI.Page:sync()
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if self.enabled then
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self:checkFocus()
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self.parent:setCursorBlink(self.focused and self.focused.cursorBlink)
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self.parent:sync()
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end
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end
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@@ -73,22 +44,23 @@ function UI.Page:pointToChild(x, y)
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if self.__target == self then
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return UI.Window.pointToChild(self, x, y)
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end
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x = x + self.offx - self.x + 1
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y = y + self.offy - self.y + 1
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--[[
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-- this is supposed to fix when there are multiple sub canvases
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local absX, absY = getPosition(self.__target)
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if self.__target.canvas then
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x = x - (self.__target.canvas.x - self.__target.x)
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y = y - (self.__target.canvas.y - self.__target.y)
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_syslog({'raw', self.__target.canvas.y, self.__target.y})
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local function getPosition(element)
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local x, y = 1, 1
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repeat
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x = element.x + x - 1
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y = element.y + y - 1
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element = element.parent
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until not element
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return x, y
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end
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]]
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return self.__target:pointToChild(x, y)
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local absX, absY = getPosition(self.__target)
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return self.__target:pointToChild(x - absX + self.__target.x, y - absY + self.__target.y)
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end
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function UI.Page:getFocusables()
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if self.__target == self or self.__target.pageType ~= 'modal' then
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if self.__target == self or not self.__target.modal then
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return UI.Window.getFocusables(self)
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end
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return self.__target:getFocusables()
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@@ -149,12 +121,17 @@ function UI.Page:setFocus(child)
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if not child.focused then
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child.focused = true
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child:emit({ type = 'focus_change', focused = child })
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--self:emit({ type = 'focus_change', focused = child })
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end
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child:focus()
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end
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function UI.Page:checkFocus()
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if not self.focused or not self.focused.enabled then
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self.__target:focusFirst()
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end
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end
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function UI.Page:eventHandler(event)
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if self.focused then
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if event.type == 'focus_next' then
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