cc-mek-scada/graphics/elements/controls/switch_button.lua

94 lines
3.0 KiB
Lua

-- Button Graphics Element
local core = require("graphics.core")
local element = require("graphics.element")
---@class switch_button_args
---@field text string button text
---@field callback function function to call on touch
---@field default? boolean default state, defaults to off (false)
---@field min_width? integer text length + 2 if omitted
---@field active_fg_bg cpair foreground/background colors when pressed
---@field parent graphics_element
---@field id? string element id
---@field x? integer 1 if omitted
---@field y? integer 1 if omitted
---@field height? integer parent height if omitted
---@field fg_bg? cpair foreground/background colors
---@field hidden? boolean true to hide on initial draw
-- new switch button (latch high/low)
---@param args switch_button_args
---@return graphics_element element, element_id id
local function switch_button(args)
assert(type(args.text) == "string", "graphics.elements.controls.switch_button: text is a required field")
assert(type(args.callback) == "function", "graphics.elements.controls.switch_button: callback is a required field")
assert(type(args.active_fg_bg) == "table", "graphics.elements.controls.switch_button: active_fg_bg is a required field")
assert(type(args.min_width) == "nil" or (type(args.min_width) == "number" and args.min_width > 0),
"graphics.elements.controls.switch_button: min_width must be nil or a number > 0")
local text_width = string.len(args.text)
-- single line height, calculate width
args.height = 1
args.min_width = args.min_width or 0
args.width = math.max(text_width, args.min_width)
-- create new graphics element base object
local e = element.new(args)
-- button state (convert nil to false if missing)
e.value = args.default or false
local h_pad = math.floor((e.frame.w - text_width) / 2) + 1
local v_pad = math.floor(e.frame.h / 2) + 1
-- show the button state
local function draw_state()
if e.value then
-- show as pressed
e.window.setTextColor(args.active_fg_bg.fgd)
e.window.setBackgroundColor(args.active_fg_bg.bkg)
else
-- show as unpressed
e.window.setTextColor(e.fg_bg.fgd)
e.window.setBackgroundColor(e.fg_bg.bkg)
end
-- clear to redraw background
e.window.clear()
-- write the button text
e.window.setCursorPos(h_pad, v_pad)
e.window.write(args.text)
end
-- initial draw
draw_state()
-- handle mouse interaction
---@param event mouse_interaction mouse event
function e.handle_mouse(event)
if e.enabled and core.events.was_clicked(event.type) then
-- toggle state
e.value = not e.value
draw_state()
-- call the touch callback with state
args.callback(e.value)
end
end
-- set the value
---@param val boolean new value
function e.set_value(val)
-- set state
e.value = val
draw_state()
end
return e.complete()
end
return switch_button