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https://github.com/OpenMW/openmw.git
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Merge branch 'futureproof_layers' into 'master'
Add layer size, make layers API more flexible See merge request OpenMW/openmw!1724
This commit is contained in:
commit
fbc84465c5
4 changed files with 135 additions and 62 deletions
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@ -7,6 +7,7 @@
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#include <components/lua_ui/resources.hpp>
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#include <components/settings/settings.hpp>
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#include <components/misc/stringops.hpp>
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#include "context.hpp"
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#include "actions.hpp"
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@ -83,36 +84,33 @@ namespace MWLua
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class InsertLayerAction final : public Action
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{
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public:
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InsertLayerAction(std::string_view name, std::string_view afterName,
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LuaUi::Layers::Options options, LuaUtil::LuaState* state)
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InsertLayerAction(std::string_view name, size_t index,
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LuaUi::Layer::Options options, LuaUtil::LuaState* state)
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: Action(state)
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, mName(name)
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, mAfterName(afterName)
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, mIndex(index)
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, mOptions(options)
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{}
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void apply(WorldView&) const override
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{
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size_t index = LuaUi::Layers::indexOf(mAfterName);
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if (index == LuaUi::Layers::size())
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throw std::logic_error(std::string("Layer not found"));
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LuaUi::Layers::insert(index, mName, mOptions);
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LuaUi::Layer::insert(mIndex, mName, mOptions);
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}
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std::string toString() const override
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{
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std::string result("Insert UI layer \"");
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result += mName;
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result += "\" after \"";
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result += mAfterName;
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result += "\" at \"";
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result += mIndex;
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result += "\"";
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return result;
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}
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private:
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std::string mName;
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std::string mAfterName;
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LuaUi::Layers::Options mOptions;
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size_t mIndex;
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LuaUi::Layer::Options mOptions;
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};
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// Lua arrays index from 1
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@ -227,37 +225,58 @@ namespace MWLua
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return element;
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};
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auto uiLayer = context.mLua->sol().new_usertype<LuaUi::Layer>("UiLayer");
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uiLayer["name"] = sol::property([](LuaUi::Layer& self) { return self.name(); });
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uiLayer["size"] = sol::property([](LuaUi::Layer& self) { return self.size(); });
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uiLayer[sol::meta_function::to_string] = [](LuaUi::Layer& self)
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{
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return Misc::StringUtils::format("UiLayer(%s)", self.name());
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};
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sol::table layers = context.mLua->newTable();
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layers[sol::meta_function::length] = []()
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{
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return LuaUi::Layers::size();
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return LuaUi::Layer::count();
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};
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layers[sol::meta_function::index] = [](size_t index)
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{
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index = fromLuaIndex(index);
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return LuaUi::Layers::at(index);
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return LuaUi::Layer(index);
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};
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layers["indexOf"] = [](std::string_view name) -> sol::optional<size_t>
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{
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size_t index = LuaUi::Layers::indexOf(name);
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if (index == LuaUi::Layers::size())
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size_t index = LuaUi::Layer::indexOf(name);
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if (index == LuaUi::Layer::count())
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return sol::nullopt;
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else
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return toLuaIndex(index);
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};
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layers["insertAfter"] = [context](std::string_view afterName, std::string_view name, const sol::object& opt)
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{
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LuaUi::Layers::Options options;
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LuaUi::Layer::Options options;
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options.mInteractive = LuaUtil::getValueOrDefault(LuaUtil::getFieldOrNil(opt, "interactive"), true);
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context.mLuaManager->addAction(std::make_unique<InsertLayerAction>(name, afterName, options, context.mLua));
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size_t index = LuaUi::Layer::indexOf(afterName);
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if (index == LuaUi::Layer::count())
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throw std::logic_error(std::string("Layer not found"));
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index++;
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context.mLuaManager->addAction(std::make_unique<InsertLayerAction>(name, index, options, context.mLua));
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};
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layers["insertBefore"] = [context](std::string_view beforename, std::string_view name, const sol::object& opt)
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{
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LuaUi::Layer::Options options;
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options.mInteractive = LuaUtil::getValueOrDefault(LuaUtil::getFieldOrNil(opt, "interactive"), true);
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size_t index = LuaUi::Layer::indexOf(beforename);
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if (index == LuaUi::Layer::count())
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throw std::logic_error(std::string("Layer not found"));
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context.mLuaManager->addAction(std::make_unique<InsertLayerAction>(name, index, options, context.mLua));
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};
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{
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auto pairs = [layers](const sol::object&)
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{
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auto next = [](const sol::table& l, size_t i) -> sol::optional<std::tuple<size_t, std::string>>
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auto next = [](const sol::table& l, size_t i) -> sol::optional<std::tuple<size_t, LuaUi::Layer>>
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{
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if (i < LuaUi::Layers::size())
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return std::make_tuple(i + 1, LuaUi::Layers::at(i));
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if (i < LuaUi::Layer::count())
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return std::make_tuple(i + 1, LuaUi::Layer(i));
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else
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return sol::nullopt;
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};
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29
components/lua_ui/layers.cpp
Normal file
29
components/lua_ui/layers.cpp
Normal file
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@ -0,0 +1,29 @@
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#include "layers.hpp"
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#include <components/debug/debuglog.hpp>
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namespace LuaUi
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{
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size_t Layer::indexOf(std::string_view name)
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{
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for (size_t i = 0; i < count(); i++)
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if (at(i)->getName() == name)
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return i;
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return count();
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}
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void Layer::insert(size_t index, std::string_view name, Options options)
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{
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if (index > count())
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throw std::logic_error("Invalid layer index");
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if (indexOf(name) < count())
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Log(Debug::Error) << "Layer \"" << name << "\" already exists";
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else
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{
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auto layer = MyGUI::LayerManager::getInstance()
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.createLayerAt(std::string(name), "OverlappedLayer", index);
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auto overlappedLayer = dynamic_cast<MyGUI::OverlappedLayer*>(layer);
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overlappedLayer->setPick(options.mInteractive);
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}
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}
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}
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@ -6,50 +6,63 @@
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#include <MyGUI_LayerManager.h>
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#include <MyGUI_OverlappedLayer.h>
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#include <osg/Vec2f>
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namespace LuaUi
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{
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namespace Layers
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// this wrapper is necessary, because the MyGUI LayerManager
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// stores layers in a vector and their indices could change
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class Layer
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{
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struct Options {
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bool mInteractive;
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};
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public:
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Layer(size_t index)
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: mName(at(index)->getName())
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, mCachedIndex(index)
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{}
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size_t size()
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{
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return MyGUI::LayerManager::getInstance().getLayerCount();
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}
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std::string at(size_t index)
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{
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if (index >= size())
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throw std::logic_error("Invalid layer index");
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return MyGUI::LayerManager::getInstance().getLayer(index)->getName();
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}
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size_t indexOf(std::string_view name)
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{
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for (size_t i = 0; i < size(); i++)
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if (at(i) == name)
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return i;
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return size();
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}
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void insert(size_t index, std::string_view name, Options options)
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{
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if (index > size())
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throw std::logic_error("Invalid layer index");
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if (indexOf(name) < size())
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Log(Debug::Error) << "Layer \"" << name << "\" already exists";
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else
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const std::string& name() const noexcept { return mName; };
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const osg::Vec2f size()
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{
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auto layer = MyGUI::LayerManager::getInstance()
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.createLayerAt(std::string(name), "OverlappedLayer", index);
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auto overlappedLayer = dynamic_cast<MyGUI::OverlappedLayer*>(layer);
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overlappedLayer->setPick(options.mInteractive);
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MyGUI::ILayer* p = refresh();
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MyGUI::IntSize size = p->getSize();
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return osg::Vec2f(size.width, size.height);
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}
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}
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}
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struct Options
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{
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bool mInteractive;
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};
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static size_t count()
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{
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return MyGUI::LayerManager::getInstance().getLayerCount();
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}
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static size_t indexOf(std::string_view name);
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static void insert(size_t index, std::string_view name, Options options);
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private:
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static MyGUI::ILayer* at(size_t index)
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{
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if (index >= count())
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throw std::logic_error("Invalid layer index");
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return MyGUI::LayerManager::getInstance().getLayer(index);
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}
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MyGUI::ILayer* refresh()
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{
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MyGUI::ILayer* p = at(mCachedIndex);
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if (p->getName() != mName)
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{
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mCachedIndex = indexOf(mName);
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p = at(mCachedIndex);
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}
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return p;
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}
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std::string mName;
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size_t mCachedIndex;
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};
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}
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#endif // OPENMW_LUAUI_LAYERS
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@ -77,15 +77,20 @@
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-- @field #Content content Optional @{openmw.ui#Content} of children layouts
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---
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-- Layers. Implements [iterables#List](iterables.html#List) of #string.
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-- @type Layer
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-- @field #string name Name of the layer
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-- @field openmw.util#vector2 size Size of the layer in pixels
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---
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-- Layers. Implements [iterables#List](iterables.html#List) of #Layer.
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-- @type Layers
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-- @list <#string>
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-- @list <#Layer>
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-- @usage
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-- ui.layers.insertAfter('HUD', 'NewLayer', { interactive = true })
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-- local fourthLayerName = ui.layers[4]
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-- local fourthLayer = ui.layers[4]
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-- local windowsIndex = ui.layers.indexOf('Windows')
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-- for i, name in ipairs(ui.layers) do
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-- print('layer', i, name)
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-- for i, layer in ipairs(ui.layers) do
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-- print('layer', i, layer.name, layer.size)
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-- end
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---
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-- @param #string name Name of the new layer
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-- @param #table options Table with a boolean `interactive` field (default is true). Layers with interactive = false will ignore all mouse interactions.
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---
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-- Creates a layer and inserts it before another layer (shifts indexes of some other layers).
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-- @function [parent=#Layers] insertBefore
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-- @param #string beforeName Name of the layer before which the new layer will be inserted
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-- @param #string name Name of the new layer
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-- @param #table options Table with a boolean `interactive` field (default is true). Layers with interactive = false will ignore all mouse interactions.
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---
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-- Content. An array-like container, which allows to reference elements by their name.
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-- Implements [iterables#List](iterables.html#List) of #Layout and [iterables#Map](iterables.html#Map) of #string to #Layout.
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