-- -- Generic Graphics Element -- local core = require("graphics.core") local element = {} ---@class graphics_args_generic ---@field window? table ---@field parent? graphics_element ---@field id? string element id ---@field x? integer 1 if omitted ---@field y? integer next line if omitted ---@field offset_x? integer 0 if omitted ---@field offset_y? integer 0 if omitted ---@field width? integer parent width if omitted ---@field height? integer parent height if omitted ---@field gframe? graphics_frame frame instead of x/y/width/height ---@field fg_bg? cpair foreground/background colors ---@alias graphics_args graphics_args_generic ---|waiting_args ---|multi_button_args ---|push_button_args ---|scram_button_args ---|spinbox_args ---|start_button_args ---|switch_button_args ---|core_map_args ---|data_indicator_args ---|hbar_args ---|icon_indicator_args ---|indicator_light_args ---|state_indicator_args ---|tristate_indicator_light_args ---|vbar_args ---|colormap_args ---|displaybox_args ---|div_args ---|pipenet_args ---|rectangle_args ---|textbox_args ---|tiling_args -- a base graphics element, should not be created on its own ---@param args graphics_args arguments function element.new(args) local self = { id = -1, elem_type = debug.getinfo(2).name, define_completed = false, p_window = nil, ---@type table position = { x = 1, y = 1 }, child_offset = { x = 0, y = 0 }, bounds = { x1 = 1, y1 = 1, x2 = 1, y2 = 1}, next_y = 1, children = {}, mt = {} } ---@class graphics_template local protected = { value = nil, ---@type any window = nil, ---@type table fg_bg = core.graphics.cpair(colors.white, colors.black), frame = core.graphics.gframe(1, 1, 1, 1) } -- element as string function self.mt.__tostring() return "graphics.element{" .. self.elem_type .. "} @ " .. tostring(self) end ---@class graphics_element local public = {} setmetatable(public, self.mt) ------------------------- -- PROTECTED FUNCTIONS -- ------------------------- -- prepare the template ---@param offset_x integer x offset ---@param offset_y integer y offset ---@param next_y integer next line if no y was provided function protected.prepare_template(offset_x, offset_y, next_y) -- get frame coordinates/size if args.gframe ~= nil then protected.frame.x = args.gframe.x protected.frame.y = args.gframe.y protected.frame.w = args.gframe.w protected.frame.h = args.gframe.h else local w, h = self.p_window.getSize() protected.frame.x = args.x or 1 protected.frame.y = args.y or next_y protected.frame.w = args.width or w protected.frame.h = args.height or h end -- inner offsets if args.offset_x ~= nil then self.child_offset.x = args.offset_x end if args.offset_y ~= nil then self.child_offset.y = args.offset_y end -- adjust window frame if applicable local f = protected.frame local x = f.x local y = f.y -- apply offsets if args.parent ~= nil then -- constrain to parent inner width/height local w, h = self.p_window.getSize() f.w = math.min(f.w, w - ((2 * offset_x) + (f.x - 1))) f.h = math.min(f.h, h - ((2 * offset_y) + (f.y - 1))) -- offset x/y f.x = x + offset_x f.y = y + offset_y end -- check frame assert(f.x >= 1, "graphics.element{" .. self.elem_type .. "}: frame x not >= 1") assert(f.y >= 1, "graphics.element{" .. self.elem_type .. "}: frame y not >= 1") assert(f.w >= 1, "graphics.element{" .. self.elem_type .. "}: frame width not >= 1") assert(f.h >= 1, "graphics.element{" .. self.elem_type .. "}: frame height not >= 1") -- create window protected.window = window.create(self.p_window, f.x, f.y, f.w, f.h, true) -- init colors if args.fg_bg ~= nil then protected.fg_bg = args.fg_bg elseif args.parent ~= nil then protected.fg_bg = args.parent.get_fg_bg() end -- set colors protected.window.setBackgroundColor(protected.fg_bg.bkg) protected.window.setTextColor(protected.fg_bg.fgd) protected.window.clear() -- record position self.position.x, self.position.y = protected.window.getPosition() -- calculate bounds self.bounds.x1 = self.position.x self.bounds.x2 = self.position.x + f.w - 1 self.bounds.y1 = self.position.y self.bounds.y2 = self.position.y + f.h - 1 end -- handle a touch event ---@param event table monitor_touch event function protected.handle_touch(event) end -- handle data value changes function protected.on_update(...) end -- get value function protected.get_value() return protected.value end -- set value ---@param value any value to set function protected.set_value(value) return nil end -- custom recolor command, varies by element if implemented ---@vararg cpair|color color(s) function protected.recolor(...) end -- custom resize command, varies by element if implemented ---@vararg integer sizing function protected.resize(...) end -- start animations function protected.start_anim() end -- stop animations function protected.stop_anim() end -- get public interface ---@return graphics_element element, element_id id function protected.get() return public, self.id end ----------- -- SETUP -- ----------- -- get the parent window self.p_window = args.window if self.p_window == nil and args.parent ~= nil then self.p_window = args.parent.window() end -- check window assert(self.p_window, "graphics.element{" .. self.elem_type .. "}: no parent window provided") -- prepare the template if args.parent == nil then protected.prepare_template(0, 0, 1) else self.id = args.parent.__add_child(args.id, protected) end ---------------------- -- PUBLIC FUNCTIONS -- ---------------------- -- get the window object function public.window() return protected.window end -- CHILD ELEMENTS -- -- add a child element ---@param key string|nil id ---@param child graphics_template ---@return integer|string key function public.__add_child(key, child) child.prepare_template(self.child_offset.x, self.child_offset.y, self.next_y) self.next_y = child.frame.y + child.frame.h local child_element = child.get() if key == nil then table.insert(self.children, child_element) return #self.children else self.children[key] = child_element return key end end -- get a child element ---@return graphics_element function public.get_child(key) return self.children[key] end -- remove child ---@param key string|integer function public.remove(key) self.children[key] = nil end -- attempt to get a child element by ID (does not include this element itself) ---@param id element_id ---@return graphics_element|nil element function public.get_element_by_id(id) if self.children[id] == nil then for _, child in pairs(self.children) do local elem = child.get_element_by_id(id) if elem ~= nil then return elem end end else return self.children[id] end return nil end -- AUTO-PLACEMENT -- -- skip a line for automatically placed elements function public.line_break() self.next_y = self.next_y + 1 end -- PROPERTIES -- -- get the foreground/background colors ---@return cpair fg_bg function public.get_fg_bg() return protected.fg_bg end -- get element width ---@return integer width function public.width() return protected.frame.w end -- get element height ---@return integer height function public.height() return protected.frame.h end -- get the element value ---@return any value function public.get_value() return protected.get_value() end -- set the element value ---@param value any new value function public.set_value(value) protected.set_value(value) end -- resize attributes of the element value if supported ---@vararg number dimensions (element specific) function public.resize(...) protected.resize(...) end -- FUNCTION CALLBACKS -- -- handle a monitor touch ---@param event monitor_touch monitor touch event function public.handle_touch(event) local in_x = event.x >= self.bounds.x1 and event.x <= self.bounds.x2 local in_y = event.y >= self.bounds.y1 and event.y <= self.bounds.y2 if in_x and in_y then local event_T = core.events.touch(event.monitor, (event.x - self.position.x) + 1, (event.y - self.position.y) + 1) -- handle the touch event, transformed into the window frame protected.handle_touch(event_T) -- pass on touch event to children for _, val in pairs(self.children) do val.handle_touch(event_T) end end end -- draw the element given new data ---@vararg any new data function public.update(...) protected.on_update(...) end -- VISIBILITY -- -- show the element function public.show() protected.window.setVisible(true) protected.start_anim() for i = 1, #self.children do self.children[i].show() end end -- hide the element function public.hide() protected.stop_anim() for i = 1, #self.children do self.children[i].hide() end protected.window.setVisible(false) end -- re-draw the element function public.redraw() protected.window.redraw() end return protected end return element