cc-mek-scada/graphics/element.lua
2022-10-07 10:28:46 -04:00

366 lines
10 KiB
Lua

--
-- 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
---|hazard_button_args
---|multi_button_args
---|push_button_args
---|spinbox_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