module TS.SpaceTac.UI { export type UIInternalComponent = Phaser.Group | Phaser.Image | Phaser.Button | Phaser.Sprite; /** * Base class for UI components */ export class UIComponent { protected readonly view: BaseView; protected readonly parent: UIComponent | null; private readonly container: UIInternalComponent; protected readonly width: number; protected readonly height: number; constructor(parent: BaseView | UIComponent, width: number, height: number, background_key: string | null = null) { this.width = width; this.height = height; if (parent instanceof UIComponent) { this.view = parent.view; this.parent = parent; } else { this.view = parent; this.parent = null; } this.container = this.createInternalNode(); if (this.parent) { this.parent.addInternalChild(this.container); } else { this.view.add.existing(this.container); } if (background_key) { this.addInternalChild(new Phaser.Image(this.view.game, 0, 0, background_key)); } } get game(): MainUI { return this.view.gameui; } /** * Move the a parent's layer */ moveToLayer(layer: Phaser.Group) { layer.add(this.container); } /** * Create the internal phaser node */ protected createInternalNode(): UIInternalComponent { return new Phaser.Group(this.view.game, undefined, classname(this)); } /** * Add an other internal component as child */ protected addInternalChild(child: UIInternalComponent): void { if (this.container instanceof Phaser.Group) { this.container.add(child); } else { this.container.addChild(child); } } /** * Set the component's visibility, with optional transition (in milliseconds) */ setVisible(visible: boolean, transition = 0): void { if (transition > 0) { this.view.animations.setVisible(this.container, visible, transition); } else { this.container.visible = visible; } } /** * Get the component's declared size */ getSize(): [number, number] { return [this.width, this.height]; } /** * Get the width and height of parent */ getParentSize(): [number, number] { if (this.parent) { return this.parent.getSize(); } else { return [this.view.getWidth(), this.view.getHeight()]; } } /** * Return the component's position (either relative to its parent, or absolute in the view) */ getPosition(relative = false): [number, number] { if (relative || !this.parent) { return [this.container.x, this.container.y]; } else { let [px, py] = this.parent.getPosition(); return [px + this.container.x, py + this.container.y]; } } /** * Set the position in pixels. */ setPosition(x: number, y: number): void { this.container.position.set(x, y); } /** * Position the component inside the boundaries of its parent. * * (0, 0) is the top-left anchoring, (1, 1) is the bottom-right one. * * If *pixelsnap* is true, position will be rounded to pixel. */ setPositionInsideParent(x: number, y: number, pixelsnap = true): void { let [pwidth, pheight] = this.getParentSize(); let [width, height] = this.getSize(); let rx = (pwidth - width) * x; let ry = (pheight - height) * y; if (pixelsnap) { this.container.position.set(Math.round(rx), Math.round(ry)); } else { this.container.position.set(rx, ry); } } /** * Add a button in the component, positioning its center. */ addButton(x: number, y: number, on_click: Function, bg_normal: string, bg_hover = bg_normal, tooltip = "", angle = 0) { let button = new Phaser.Button(this.view.game, x, y, bg_normal, on_click); button.anchor.set(0.5, 0.5); button.angle = angle; if (tooltip) { this.view.tooltip.bindStaticText(button, tooltip); } this.addInternalChild(button); } /** * Add a static text. */ addText(x: number, y: number, content: string, color = "#ffffff", size = 16, bold = false, center = true, width = 0): void { let style = { font: `${bold ? "bold " : ""}${size}pt Arial`, fill: color, align: center ? "center" : "left" }; let text = new Phaser.Text(this.view.game, x, y, content, style); if (center) { text.anchor.set(0.5, 0.5); } if (width) { text.wordWrap = true; text.wordWrapWidth = width; } this.addInternalChild(text); } /** * Add a static image, positioning its center. */ addImage(x: number, y: number, key: string, scale = 1): void { let image = new Phaser.Image(this.container.game, x, y, key); image.anchor.set(0.5, 0.5); image.scale.set(scale); this.addInternalChild(image); } /** * Set the keyboard focus on this component. */ setKeyboardFocus(on_key: (key: string) => void) { this.view.inputs.grabKeyboard(this, on_key); // TODO release on destroy } } }