Lua UI Layers

pull/3225/head
uramer 3 years ago committed by Petr Mikheev
parent 029eb1ade6
commit c865114b9b

@ -1,6 +1,7 @@
#include <components/lua_ui/content.hpp>
#include <components/lua_ui/widgetlist.hpp>
#include <components/lua_ui/element.hpp>
#include <components/lua_ui/layers.hpp>
#include <components/lua_ui/content.hpp>
#include "context.hpp"
#include "actions.hpp"
@ -81,6 +82,41 @@ namespace MWLua
inline size_t toLuaIndex(size_t i) { return i + 1; }
}
class LayerAction final : public Action
{
public:
LayerAction(std::string_view name, std::string_view afterName,
LuaUi::Layers::Options options, LuaUtil::LuaState* state)
: Action(state)
, mName(name)
, mAfterName(afterName)
, mOptions(options)
{}
void apply(WorldView&) const override
{
size_t index = LuaUi::Layers::indexOf(mAfterName);
if (index == LuaUi::Layers::size())
throw std::logic_error(std::string("Layer not found"));
LuaUi::Layers::insert(index, mName, mOptions);
}
std::string toString() const override
{
std::string result("Insert UI layer \"");
result += mName;
result += "\" after \"";
result += mAfterName;
result += "\"";
return result;
}
private:
std::string mName;
std::string mAfterName;
LuaUi::Layers::Options mOptions;
};
sol::table initUserInterfacePackage(const Context& context)
{
auto uiContent = context.mLua->sol().new_usertype<LuaUi::Content>("UiContent");
@ -175,6 +211,32 @@ namespace MWLua
return element;
};
sol::table layers = context.mLua->newTable();
layers[sol::meta_function::length] = []()
{
return LuaUi::Layers::size();
};
layers[sol::meta_function::index] = [](size_t index)
{
index = fromLuaIndex(index);
return LuaUi::Layers::at(index);
};
layers["indexOf"] = [](std::string_view name) -> sol::optional<size_t>
{
size_t index = LuaUi::Layers::indexOf(name);
if (index == LuaUi::Layers::size())
return sol::nullopt;
else
return toLuaIndex(index);
};
layers["insertAfter"] = [context](std::string_view afterName, std::string_view name, const sol::object& opt)
{
LuaUi::Layers::Options options;
options.mInteractive = LuaUtil::getValueOrDefault(LuaUtil::getFieldOrNil(opt, "interactive"), true);
context.mLuaManager->addAction(std::make_unique<LayerAction>(name, afterName, options, context.mLua));
};
api["layers"] = LuaUtil::makeReadOnly(layers);
sol::table typeTable = context.mLua->newTable();
for (const auto& it : LuaUi::widgetTypeToName())
typeTable.set(it.second, it.first);

@ -162,7 +162,7 @@ add_component_dir (queries
)
add_component_dir (lua_ui
widget widgetlist element content
widget widgetlist element layers content
text textedit window
)

@ -119,6 +119,17 @@ namespace LuaUtil
// String representation of a Lua object. Should be used for debugging/logging purposes only.
std::string toString(const sol::object&);
template <class T>
T getValueOrDefault(const sol::object& obj, const T& defaultValue)
{
if (obj == sol::nil)
return defaultValue;
if (obj.is<T>())
return obj.as<T>();
else
throw std::logic_error(std::string("Value \"") + toString(obj) + std::string("\" has unexpected type"));
}
// Makes a table read only (when accessed from Lua) by wrapping it with an empty userdata.
// Needed to forbid any changes in common resources that can be accessed from different sandboxes.
sol::table makeReadOnly(sol::table);

@ -55,7 +55,6 @@ namespace LuaUi
{
std::string type = widgetType(layout);
std::string skin = layout.get_or("skin", std::string());
std::string layer = layout.get_or("layer", std::string("Windows"));
std::string name = layout.get_or("name", std::string());
static auto widgetTypeMap = widgetTypeToName();
@ -65,7 +64,7 @@ namespace LuaUi
MyGUI::Widget* widget = MyGUI::Gui::getInstancePtr()->createWidgetT(
type, skin,
MyGUI::IntCoord(), MyGUI::Align::Default,
layer, name);
std::string(), name);
LuaUi::WidgetExtension* ext = dynamic_cast<LuaUi::WidgetExtension*>(widget);
if (!ext)
@ -124,17 +123,36 @@ namespace LuaUi
ext->addChild(createWidget(newContent.at(i), ext));
}
void setLayer(const sol::table& layout, LuaUi::WidgetExtension* ext)
{
MyGUI::ILayer* layerNode = ext->widget()->getLayer();
std::string currentLayer = layerNode ? layerNode->getName() : std::string();
std::string newLayer = layout.get_or("layer", std::string());
if (!newLayer.empty() && !MyGUI::LayerManager::getInstance().isExist(newLayer))
throw std::logic_error(std::string("Layer ") += newLayer += " doesn't exist");
else if (newLayer != currentLayer)
{
MyGUI::LayerManager::getInstance().attachToLayerNode(newLayer, ext->widget());
}
}
void Element::create()
{
assert(!mRoot);
if (!mRoot)
{
mRoot = createWidget(mLayout, nullptr);
setLayer(mLayout, mRoot);
}
}
void Element::update()
{
if (mRoot && mUpdate)
{
updateWidget(mLayout, mRoot);
setLayer(mLayout, mRoot);
}
mUpdate = false;
}

@ -0,0 +1,55 @@
#ifndef OPENMW_LUAUI_LAYERS
#define OPENMW_LUAUI_LAYERS
#include <string>
#include <string_view>
#include <MyGUI_LayerManager.h>
#include <MyGUI_OverlappedLayer.h>
namespace LuaUi
{
namespace Layers
{
struct Options {
bool mInteractive;
};
size_t size()
{
return MyGUI::LayerManager::getInstance().getLayerCount();
}
std::string at(size_t index)
{
if (index >= size())
throw std::logic_error("Invalid layer index");
return MyGUI::LayerManager::getInstance().getLayer(index)->getName();
}
size_t indexOf(std::string_view name)
{
for (size_t i = 0; i < size(); i++)
if (at(i) == name)
return i;
return size();
}
void insert(size_t index, std::string_view name, Options options)
{
if (index > size())
throw std::logic_error("Invalid layer index");
if (indexOf(name) < size())
Log(Debug::Error) << "Layer \"" << name << "\" already exists";
else
{
auto layer = MyGUI::LayerManager::getInstance()
.createLayerAt(std::string(name), "OverlappedLayer", index);
auto overlappedLayer = dynamic_cast<MyGUI::OverlappedLayer*>(layer);
overlappedLayer->setPick(options.mInteractive);
}
}
}
}
#endif // OPENMW_LUAUI_LAYERS

@ -22,9 +22,22 @@ Every widget is defined by a layout, which is a Lua table with the following fie
4. `content`: a Content (`openmw.ui.content`), which contains layouts for the children of this widget.
5. | `name`: an arbitrary string, the only limitatiion is it being unique within a `Content`.
| Helpful for navigatilng through the layouts.
6. `layer`: only applies for the root widget. (Windows, HUD, etc)
6. `layer`: only applies for the root widget.
.. TODO: Write a more detailed documentation for layers when they are finished
Layers
------
Layers control how widgets overlap - layers with higher indexes cover render over layers with lower indexes.
Widgets within the same layer which were added later overlap the ones created earlier.
A layer can also be set as non-interactive, which prevents all mouse interactions with the widgets in that layer.
.. TODO: Move this list when layers are de-hardcoded
Pre-defined OpenMW layers:
1. `HUD` interactive
2. `Windows` interactive
3. `Notification` non-interactive
4. `MessageBox` interactive
Elements
--------

@ -8,6 +8,10 @@
---
-- @field [parent=#ui] #WIDGET_TYPE WIDGET_TYPE
---
-- Tools for working with layers
-- @field [parent=#ui] #Layers layers
---
-- @type WIDGET_TYPE
-- @field [parent=#WIDGET_TYPE] Widget Base widget type
@ -40,6 +44,27 @@
-- @field #table events Optional table of event callbacks
-- @field #Content content Optional @{openmw.ui#Content} of children layouts
---
-- Layers
-- @type Layers
-- @usage
-- ui.layers.insertAfter('HUD', 'NewLayer', { interactive = true })
-- local fourthLayerName = ui.layers[4]
-- local windowsIndex = ui.layers.indexOf('Windows')
---
-- Index of the layer with the givent name. Returns nil if the layer doesn't exist
-- @function [parent=#Layers] indexOf
-- @param #string name Name of the layer
-- @return #number, #nil index
---
-- Creates a layer and inserts it after another layer (shifts indexes of some other layers).
-- @function [parent=#Layers] insertAfter
-- @param #string afterName Name of the layer after which the new layer will be inserted
-- @param #string name Name of the new layer
-- @param #table options Table with a boolean `interactive` field (default is true). Layers with interactive = false will ignore all mouse interactions.
---
-- Content. An array-like container, which allows to reference elements by their name
-- @type Content

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