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https://github.com/MikaylaFischler/cc-mek-scada.git
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198 lines
8.1 KiB
Lua
198 lines
8.1 KiB
Lua
-- Rectangle Graphics Element
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local util = require("scada-common.util")
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local element = require("graphics.element")
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---@class rectangle_args
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---@field border? graphics_border
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---@field thin? boolean true to use extra thin even borders
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---@field even_inner? boolean true to make the inner area of a border even
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---@field parent graphics_element
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---@field id? string element id
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---@field x? integer 1 if omitted
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---@field y? integer auto incremented if omitted
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---@field width? integer parent width if omitted
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---@field height? integer parent height if omitted
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---@field gframe? graphics_frame frame instead of x/y/width/height
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---@field fg_bg? cpair foreground/background colors
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---@field hidden? boolean true to hide on initial draw
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-- new rectangle
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---@param args rectangle_args
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---@return graphics_element element, element_id id
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local function rectangle(args)
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element.assert(args.border ~= nil or args.thin ~= true, "thin requires border to be provided")
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-- if thin, then width will always need to be 1
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if args.thin == true then
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args.border.width = 1
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args.border.even = true
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end
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-- offset children
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local offset_x = 0
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local offset_y = 0
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if args.border ~= nil then
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offset_x = args.border.width
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offset_y = args.border.width
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-- slightly different y offset if the border is set to even
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if args.border.even then
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local width_x2 = (2 * args.border.width)
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offset_y = math.floor(width_x2 / 3) + util.trinary(width_x2 % 3 > 0, 1, 0)
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end
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end
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-- create new graphics element base object
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local e = element.new(args, nil, offset_x, offset_y)
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-- create content window for child elements
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e.content_window = window.create(e.window, 1 + offset_x, 1 + offset_y, e.frame.w - (2 * offset_x), e.frame.h - (2 * offset_y))
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e.content_window.setBackgroundColor(e.fg_bg.bkg)
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e.content_window.setTextColor(e.fg_bg.fgd)
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e.content_window.clear()
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-- draw bordered box if requested
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-- element constructor will have drawn basic colored rectangle regardless
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if args.border ~= nil then
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e.w_set_cur(1, 1)
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local border_width = offset_x
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local border_height = offset_y
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local border_blit = colors.toBlit(args.border.color)
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local width_x2 = border_width * 2
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local inner_width = e.frame.w - width_x2
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-- check dimensions
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element.assert(width_x2 <= e.frame.w, "border too thick for width")
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element.assert(width_x2 <= e.frame.h, "border too thick for height")
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-- form the basic line strings and top/bottom blit strings
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local spaces = util.spaces(e.frame.w)
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local blit_fg = string.rep(e.fg_bg.blit_fgd, e.frame.w)
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local blit_fg_sides = blit_fg
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local blit_bg_sides = ""
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local blit_bg_top_bot = string.rep(border_blit, e.frame.w)
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-- partial bars
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local p_a, p_b, p_s
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if args.thin == true then
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if args.even_inner == true then
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p_a = "\x9c" .. string.rep("\x8c", inner_width) .. "\x93"
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p_b = "\x8d" .. string.rep("\x8c", inner_width) .. "\x8e"
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else
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p_a = "\x97" .. string.rep("\x83", inner_width) .. "\x94"
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p_b = "\x8a" .. string.rep("\x8f", inner_width) .. "\x85"
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end
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p_s = "\x95" .. util.spaces(inner_width) .. "\x95"
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else
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if args.even_inner == true then
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p_a = string.rep("\x83", inner_width + width_x2)
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p_b = string.rep("\x8f", inner_width + width_x2)
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else
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p_a = util.spaces(border_width) .. string.rep("\x8f", inner_width) .. util.spaces(border_width)
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p_b = util.spaces(border_width) .. string.rep("\x83", inner_width) .. util.spaces(border_width)
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end
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p_s = spaces
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end
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local p_inv_fg = string.rep(border_blit, border_width) .. string.rep(e.fg_bg.blit_bkg, inner_width) ..
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string.rep(border_blit, border_width)
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local p_inv_bg = string.rep(e.fg_bg.blit_bkg, border_width) .. string.rep(border_blit, inner_width) ..
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string.rep(e.fg_bg.blit_bkg, border_width)
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if args.thin == true then
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p_inv_fg = e.fg_bg.blit_bkg .. string.rep(e.fg_bg.blit_bkg, inner_width) .. string.rep(border_blit, border_width)
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p_inv_bg = border_blit .. string.rep(border_blit, inner_width) .. string.rep(e.fg_bg.blit_bkg, border_width)
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blit_fg_sides = border_blit .. string.rep(e.fg_bg.blit_bkg, inner_width) .. e.fg_bg.blit_bkg
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end
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-- form the body blit strings (sides are border, inside is normal)
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for x = 1, e.frame.w do
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-- edges get border color, center gets normal
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if x <= border_width or x > (e.frame.w - border_width) then
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if args.thin and x == 1 then
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blit_bg_sides = blit_bg_sides .. e.fg_bg.blit_bkg
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else
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blit_bg_sides = blit_bg_sides .. border_blit
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end
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else
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blit_bg_sides = blit_bg_sides .. e.fg_bg.blit_bkg
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end
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end
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-- draw rectangle with borders
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function e.redraw()
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for y = 1, e.frame.h do
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e.w_set_cur(1, y)
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-- top border
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if y <= border_height then
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-- partial pixel fill
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if args.border.even and y == border_height then
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if args.thin == true then
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e.w_blit(p_a, p_inv_bg, p_inv_fg)
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else
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local _fg = util.trinary(args.even_inner == true, string.rep(e.fg_bg.blit_bkg, e.frame.w), p_inv_bg)
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local _bg = util.trinary(args.even_inner == true, blit_bg_top_bot, p_inv_fg)
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if width_x2 % 3 == 1 then
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e.w_blit(p_b, _fg, _bg)
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elseif width_x2 % 3 == 2 then
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e.w_blit(p_a, _fg, _bg)
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else
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-- skip line
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e.w_blit(spaces, blit_fg, blit_bg_sides)
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end
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end
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else
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e.w_blit(spaces, blit_fg, blit_bg_top_bot)
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end
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-- bottom border
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elseif y > (e.frame.h - border_width) then
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-- partial pixel fill
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if args.border.even and y == ((e.frame.h - border_width) + 1) then
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if args.thin == true then
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if args.even_inner == true then
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e.w_blit(p_b, blit_bg_top_bot, string.rep(e.fg_bg.blit_bkg, e.frame.w))
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else
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e.w_blit(p_b, string.rep(e.fg_bg.blit_bkg, e.frame.w), blit_bg_top_bot)
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end
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else
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local _fg = util.trinary(args.even_inner == true, blit_bg_top_bot, p_inv_fg)
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local _bg = util.trinary(args.even_inner == true, string.rep(e.fg_bg.blit_bkg, e.frame.w), blit_bg_top_bot)
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if width_x2 % 3 == 1 then
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e.w_blit(p_a, _fg, _bg)
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elseif width_x2 % 3 == 2 then
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e.w_blit(p_b, _fg, _bg)
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else
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-- skip line
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e.w_blit(spaces, blit_fg, blit_bg_sides)
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end
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end
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else
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e.w_blit(spaces, blit_fg, blit_bg_top_bot)
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end
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else
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if args.thin == true then
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e.w_blit(p_s, blit_fg_sides, blit_bg_sides)
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else
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e.w_blit(p_s, blit_fg, blit_bg_sides)
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end
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end
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end
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end
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-- initial draw of border
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e.redraw()
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end
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return e.complete()
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end
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return rectangle
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