use layout() where appropriate and cleanup
This commit is contained in:
19
sys/modules/opus/fuzzy.lua
Normal file
19
sys/modules/opus/fuzzy.lua
Normal file
@@ -0,0 +1,19 @@
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-- Based on Squid's fuzzy search
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-- https://github.com/SquidDev-CC/artist/blob/vnext/artist/lib/match.lua
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--
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-- not very fuzzy anymore
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local SCORE_WEIGHT = 1000
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local LEADING_LETTER_PENALTY = -3
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local LEADING_LETTER_PENALTY_MAX = -9
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local _find = string.find
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local _max = math.max
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return function(str, pattern)
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local start = _find(str, pattern, 1, true)
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if start then
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-- All letters before the current one are considered leading, so add them to our penalty
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return SCORE_WEIGHT + _max(LEADING_LETTER_PENALTY * (start - 1), LEADING_LETTER_PENALTY_MAX)
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end
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end
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@@ -54,10 +54,7 @@ function Manager:init()
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local function resize(_, side)
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local dev = self.devices[side or 'terminal']
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if dev and dev.currentPage then
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-- the parent doesn't have any children set...
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-- that's why we have to resize both the parent and the current page
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-- kinda makes sense
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dev.currentPage.parent:resize()
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dev:resize()
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dev.currentPage:resize()
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dev.currentPage:draw()
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@@ -441,7 +438,7 @@ function UI.Window:init(args)
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local defaults = args
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local m = getmetatable(self) -- get the class for this instance
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repeat
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if m.disable then
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if m ~= Canvas then
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defaults = UI:getDefaults(m, defaults)
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end
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m = m._base
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@@ -562,6 +559,9 @@ function UI.Window:layout()
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self.height = self.parent.height - self.y + 1
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end
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self.width = math.max(self.width, 1)
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self.height = math.max(self.height, 1)
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self:reposition(self.x, self.y, self.width, self.height)
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end
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@@ -905,7 +905,7 @@ function UI.Window:pointToChild(x, y)
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}
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end
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UI.Window.docs.getFocusables = [[getFocusables(VOID)
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UI.Window.docs.getFocusables = [[getxables(VOID)
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Returns a list of children that can accept focus.]]
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function UI.Window:getFocusables()
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local focusable = { }
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@@ -929,7 +929,7 @@ function UI.Window:getFocusables()
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end
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if self.children then
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getFocusable(self, self.x, self.y)
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getFocusable(self)
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end
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return focusable
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@@ -974,18 +974,8 @@ function UI.Window:scrollIntoView()
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end
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end
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function UI.Window:addTransition(effect, args)
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if self.parent then
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args = args or { }
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if not args.x then -- not good
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args.x, args.y = self.x, self.y
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args.width = self.width
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args.height = self.height
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args.canvas = self
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end
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self.parent:addTransition(effect, args)
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end
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function UI.Window:addTransition(effect, args, canvas)
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self.parent:addTransition(effect, args, canvas or self)
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end
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function UI.Window:emit(event)
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@@ -1092,29 +1082,21 @@ function UI.Device:reset()
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self.device.setCursorPos(1, 1)
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end
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function UI.Device:addTransition(effect, args)
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function UI.Device:addTransition(effect, args, canvas)
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if not self.transitions then
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self.transitions = { }
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end
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args = args or { }
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args.ex = args.x + args.width - 1
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args.ey = args.y + args.height - 1
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args.canvas = args.canvas or self
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if type(effect) == 'string' then
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effect = Transition[effect]
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if not effect then
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error('Invalid transition')
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end
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effect = Transition[effect] or error('Invalid transition')
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end
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table.insert(self.transitions, { effect = effect, args = args })
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table.insert(self.transitions, { effect = effect, args = args or { }, canvas = canvas })
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end
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function UI.Device:runTransitions(transitions)
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for _,k in pairs(transitions) do
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k.update = k.effect(k.args)
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k.update = k.effect(k.canvas, k.args)
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end
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while true do
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for _,k in ipairs(Util.keys(transitions)) do
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@@ -23,11 +23,11 @@ UI.Button.defaults = {
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mouse_click = 'button_activate',
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}
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}
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function UI.Button:setParent()
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function UI.Button:layout()
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if not self.width and not self.ex then
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self.width = self.noPadding and #self.text or #self.text + 2
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end
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UI.Window.setParent(self)
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UI.Window.layout(self)
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end
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function UI.Button:draw()
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@@ -21,8 +21,9 @@ UI.Checkbox.defaults = {
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mouse_click = 'checkbox_toggle',
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}
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}
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function UI.Checkbox:postInit()
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function UI.Checkbox:layout()
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self.width = self.label and #self.label + 4 or 3
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UI.Window.layout(self)
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end
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function UI.Checkbox:draw()
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@@ -20,7 +20,7 @@ UI.Chooser.defaults = {
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left = 'choice_prev',
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}
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}
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function UI.Chooser:setParent()
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function UI.Chooser:layout()
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if not self.width and not self.ex then
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self.width = 1
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for _,v in pairs(self.choices) do
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@@ -30,7 +30,7 @@ function UI.Chooser:setParent()
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end
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self.width = self.width + 4
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end
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UI.Window.setParent(self)
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UI.Window.layout(self)
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end
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function UI.Chooser:draw()
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@@ -41,14 +41,28 @@ end
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function UI.DropMenu:enable()
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local menuBar = self.parent:find(self.menuUid)
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local hasActive
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for _,c in pairs(self.children) do
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if not c.spacer and menuBar then
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c.inactive = not menuBar:getActive(c)
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end
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if not c.inactive then
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hasActive = true
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end
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end
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-- jump through a lot of hoops if all selections are inactive
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-- there's gotta be a better way
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-- lots of exception code just to handle drop menus
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self.focus = not hasActive and function() end
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UI.Window.enable(self)
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self:focusFirst()
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if self.focus then
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self:setFocus(self)
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else
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self:focusFirst()
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end
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self:draw()
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end
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@@ -59,7 +73,7 @@ end
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function UI.DropMenu:eventHandler(event)
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if event.type == 'focus_lost' and self.enabled then
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if not Util.contains(self.children, event.focused) then
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if not (Util.contains(self.children, event.focused) or event.focused == self) then
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self:disable()
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end
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elseif event.type == 'mouse_out' and self.enabled then
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@@ -15,19 +15,21 @@ UI.Embedded.defaults = {
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down = 'scroll_down',
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}
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}
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function UI.Embedded:setParent()
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UI.Window.setParent(self)
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function UI.Embedded:layout()
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UI.Window.layout(self)
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function self.render()
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self:sync()
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if not self.win then
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function self.render()
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self:sync()
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end
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self.win = Terminal.window(UI.term.device, self.x, self.y, self.width, self.height, false)
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self.win.canvas = self
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self.win.setMaxScroll(self.maxScroll)
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self.win.setCursorPos(1, 1)
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self.win.setBackgroundColor(self.backgroundColor)
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self.win.setTextColor(self.textColor)
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self.win.clear()
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end
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self.win = Terminal.window(UI.term.device, self.x, self.y, self.width, self.height, false)
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self.win.canvas = self
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self.win.setMaxScroll(self.maxScroll)
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self.win.setCursorPos(1, 1)
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self.win.setBackgroundColor(self.backgroundColor)
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self.win.setTextColor(self.textColor)
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self.win.clear()
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end
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function UI.Embedded:draw()
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@@ -83,8 +83,8 @@ UI.Grid.defaults = {
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[ 'control-f' ] = 'scroll_pageDown',
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},
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}
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function UI.Grid:setParent()
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UI.Window.setParent(self)
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function UI.Grid:layout()
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UI.Window.layout(self)
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for _,c in pairs(self.columns) do
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c.cw = c.width
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@@ -13,8 +13,7 @@ function UI.Menu:postInit()
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self.pageSize = #self.menuItems
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end
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function UI.Menu:setParent()
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UI.Grid.setParent(self)
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function UI.Menu:layout()
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self.itemWidth = 1
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for _,v in pairs(self.values) do
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if #v.prompt > self.itemWidth then
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@@ -28,6 +27,7 @@ function UI.Menu:setParent()
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else
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self.width = self.itemWidth + 2
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end
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UI.Grid.layout(self)
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end
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function UI.Menu:center()
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@@ -13,7 +13,8 @@ UI.StatusBar.defaults = {
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height = 1,
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ey = -1,
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}
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function UI.StatusBar:adjustWidth()
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function UI.StatusBar:layout()
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UI.Window.layout(self)
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-- Can only have 1 adjustable width
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if self.columns then
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local w = self.width - #self.columns - 1
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@@ -31,16 +32,6 @@ function UI.StatusBar:adjustWidth()
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end
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end
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function UI.StatusBar:resize()
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UI.Window.resize(self)
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self:adjustWidth()
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end
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function UI.StatusBar:setParent()
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UI.Window.setParent(self)
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self:adjustWidth()
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end
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function UI.StatusBar:setStatus(status)
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if self.values ~= status then
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self.values = status
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@@ -8,11 +8,11 @@ UI.Text.defaults = {
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value = '',
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height = 1,
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}
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function UI.Text:setParent()
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function UI.Text:layout()
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if not self.width and not self.ex then
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self.width = #tostring(self.value)
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end
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UI.Window.setParent(self)
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UI.Window.layout(self)
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end
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function UI.Text:draw()
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@@ -2,61 +2,61 @@ local Tween = require('opus.ui.tween')
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local Transition = { }
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function Transition.slideLeft(args)
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function Transition.slideLeft(canvas, args)
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local ticks = args.ticks or 6
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local easing = args.easing or 'inCirc'
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local pos = { x = args.ex }
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local tween = Tween.new(ticks, pos, { x = args.x }, easing)
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local pos = { x = canvas.ex }
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local tween = Tween.new(ticks, pos, { x = canvas.x }, easing)
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args.canvas:move(pos.x, args.canvas.y)
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canvas:move(pos.x, canvas.y)
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return function()
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local finished = tween:update(1)
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args.canvas:move(math.floor(pos.x), args.canvas.y)
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args.canvas:dirty(true)
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canvas:move(math.floor(pos.x), canvas.y)
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canvas:dirty(true)
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return not finished
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end
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end
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function Transition.slideRight(args)
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function Transition.slideRight(canvas, args)
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local ticks = args.ticks or 6
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local easing = args.easing or 'inCirc'
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local pos = { x = -args.canvas.width }
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local pos = { x = -canvas.width }
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local tween = Tween.new(ticks, pos, { x = 1 }, easing)
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args.canvas:move(pos.x, args.canvas.y)
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canvas:move(pos.x, canvas.y)
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return function()
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local finished = tween:update(1)
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args.canvas:move(math.floor(pos.x), args.canvas.y)
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args.canvas:dirty(true)
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canvas:move(math.floor(pos.x), canvas.y)
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canvas:dirty(true)
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return not finished
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end
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end
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function Transition.expandUp(args)
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function Transition.expandUp(canvas, args)
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local ticks = args.ticks or 3
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local easing = args.easing or 'linear'
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local pos = { y = args.ey + 1 }
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local tween = Tween.new(ticks, pos, { y = args.y }, easing)
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local pos = { y = canvas.ey + 1 }
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local tween = Tween.new(ticks, pos, { y = canvas.y }, easing)
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args.canvas:move(args.x, pos.y)
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canvas:move(canvas.x, pos.y)
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return function()
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local finished = tween:update(1)
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args.canvas:move(args.x, math.floor(pos.y))
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args.canvas.parent:dirty(true)
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canvas:move(canvas.x, math.floor(pos.y))
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canvas.parent:dirty(true)
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return not finished
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end
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end
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function Transition.shake(args)
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function Transition.shake(canvas, args)
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local ticks = args.ticks or 8
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local i = ticks
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return function()
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i = -i
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args.canvas:move(args.canvas.x + i, args.canvas.y)
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canvas:move(canvas.x + i, canvas.y)
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if i > 0 then
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i = i - 2
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end
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@@ -64,15 +64,15 @@ function Transition.shake(args)
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end
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end
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function Transition.shuffle(args)
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function Transition.shuffle(canvas, args)
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local ticks = args.ticks or 4
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local easing = args.easing or 'linear'
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local t = { }
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for _,child in pairs(args.canvas.children) do
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for _,child in pairs(canvas.children) do
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t[child] = Tween.new(ticks, child, { x = child.x, y = child.y }, easing)
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child.x = math.random(1, args.canvas.parent.width)
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child.y = math.random(1, args.canvas.parent.height)
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child.x = math.random(1, canvas.parent.width)
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child.y = math.random(1, canvas.parent.height)
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end
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return function()
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Reference in New Issue
Block a user