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spacetac/src/ui/common/UIComponent.ts

321 lines
11 KiB
TypeScript

module TS.SpaceTac.UI {
export type UIInternalComponent = Phaser.Group | Phaser.Image | Phaser.Button | Phaser.Sprite | Phaser.Graphics;
export type UIImageInfo = string | { key: string, frame?: number, frame1?: number, frame2?: number };
export type UITextInfo = { content: string, color: string, size: number, bold?: boolean };
function imageFromInfo(game: Phaser.Game, info: UIImageInfo): Phaser.Image {
if (typeof info === "string") {
info = { key: info };
}
let image = new Phaser.Image(game, 0, 0, info.key, info.frame);
image.anchor.set(0.5, 0.5);
return image;
}
function textFromInfo(game: Phaser.Game, info: UITextInfo): Phaser.Text {
let style = { font: `${info.bold ? "bold " : ""}${info.size}pt SpaceTac`, fill: info.color };
let text = new Phaser.Text(game, 0, 0, info.content, style);
return text;
}
function autoFromInfo(game: Phaser.Game, info: UIImageInfo | UITextInfo): Phaser.Text | Phaser.Image {
if (info.hasOwnProperty("content")) {
return textFromInfo(game, <UITextInfo>info);
} else {
return imageFromInfo(game, <UIImageInfo>info);
}
}
/**
* Base class for UI components
*/
export class UIComponent {
private background: Phaser.Image | Phaser.Graphics | null
protected readonly view: BaseView
protected readonly parent: UIComponent | null
private readonly container: Phaser.Group
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.background = this.addInternalChild(new Phaser.Image(this.view.game, 0, 0, background_key));
} else {
this.background = null;
}
}
get game(): MainUI {
return this.view.gameui;
}
jasmineToString(): string {
return this.toString();
}
toString(): string {
return `<${classname(this)}>`;
}
/**
* Draw a background
*/
drawBackground(fill: number, border?: number, border_width = 0, alpha = 1, mouse_capture?: Function) {
if (this.background) {
this.background.destroy();
}
this.background = this.addInternalChild(new Phaser.Graphics(this.game, 0, 0));
if (border_width) {
this.background.lineStyle(border_width, border);
}
this.background.beginFill(fill, alpha);
this.background.drawRect(0, 0, this.width, this.height);
this.background.endFill();
if (mouse_capture) {
this.background.inputEnabled = true;
this.background.input.useHandCursor = true;
this.background.events.onInputUp.add(() => mouse_capture());
}
}
/**
* Move the a parent's layer
*/
moveToLayer(layer: Phaser.Group) {
layer.add(this.container);
}
/**
* Destroy the component
*/
destroy(children = true) {
this.container.destroy(children);
}
/**
* Create the internal phaser node
*/
protected createInternalNode(): Phaser.Group {
return new Phaser.Group(this.view.game, undefined, classname(this));
}
/**
* Add an other internal component as child
*/
protected addInternalChild<T extends UIInternalComponent>(child: T): T {
this.container.add(child);
return child;
}
/**
* Set the component's visibility, with optional transition (in milliseconds)
*/
setVisible(visible: boolean, transition = 0): void {
this.view.animations.setVisible(this.container, visible, transition);
}
/**
* 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);
}
}
/**
* Clear from all added content.
*/
clearContent(): void {
let offset = this.background ? 1 : 0;
while (this.container.children.length > offset) {
this.container.remove(this.container.children[offset], true);
}
}
/**
* Set the standard sounds on a button
*/
static setButtonSound(button: Phaser.Button): void {
button.setDownSound(new Phaser.Sound(button.game, "ui-button-down"));
button.setUpSound(new Phaser.Sound(button.game, "ui-button-up"));
}
/**
* Add a button in the component, positioning its center.
*/
addButton(x: number, y: number, on_click: Function, background: string, frame_normal = 0, frame_hover = 1, tooltip = ""): Phaser.Button {
let button = new Phaser.Button(this.view.game, x, y, background, on_click, undefined, frame_hover, frame_normal);
UIComponent.setButtonSound(button);
button.anchor.set(0.5, 0.5);
if (tooltip) {
this.view.tooltip.bindStaticText(button, tooltip);
}
this.addInternalChild(button);
return button;
}
/**
* Add a static text.
*/
addText(x: number, y: number, content: string, color = "#ffffff", size = 16, bold = false, center = true, width = 0, vcenter = center): Phaser.Text {
let style = { font: `${bold ? "bold " : ""}${size}pt SpaceTac`, fill: color, align: center ? "center" : "left" };
let text = new Phaser.Text(this.view.game, x, y, content, style);
text.anchor.set(center ? 0.5 : 0, vcenter ? 0.5 : 0);
if (width) {
text.wordWrap = true;
text.wordWrapWidth = width;
}
this.addInternalChild(text);
return text;
}
/**
* Add a static image, positioning its center.
*
* DEPRECATED - Use addImage instead
*/
addImageF(x: number, y: number, key: string, frame = 0, scale = 1): void {
let image = new Phaser.Image(this.container.game, x, y, key, frame);
image.anchor.set(0.5, 0.5);
image.scale.set(scale);
this.addInternalChild(image);
}
/**
* Add a static image, from atlases, positioning its center.
*/
addImage(x: number, y: number, name: string, scale = 1): Phaser.Image {
let info = this.view.getImageInfo(name);
let image = new Phaser.Image(this.container.game, x, y, info.key, info.frame);
image.anchor.set(0.5, 0.5);
image.scale.set(scale);
this.addInternalChild(image);
return image;
}
/**
* Add an animated loader (to indicate a waiting for something).
*/
addLoader(x: number, y: number, scale = 1): Phaser.Image {
let image = new Phaser.Image(this.game, x, y, "common-waiting");
image.anchor.set(0.5, 0.5);
image.scale.set(scale);
image.animations.add("loop").play(3, true);
this.addInternalChild(image);
return image;
}
/**
* Add a 2-states toggle button.
*
* *background* should have three frames (toggled, untoggled and hovered).
*
* Returns a function to force the state of the button.
*/
addToggleButton(x: number, y: number, background: UIImageInfo, content: UIImageInfo | UITextInfo, on_change: (toggled: boolean) => void): (toggled: boolean) => void {
let toggled = false;
let toggle = (state: boolean, broadcast = false) => {
toggled = state;
if (typeof background !== "string") {
image.frame = (toggled ? background.frame : background.frame1) || background.frame || 0;
}
contentobj.alpha = toggled ? 1 : 0.5;
if (broadcast) {
on_change(toggled);
}
};
let button = new Phaser.Button(this.container.game, x, y, "common-transparent", () => toggle(!toggled, true));
UIComponent.setButtonSound(button);
let image = imageFromInfo(this.game, background);
let contentobj = autoFromInfo(this.game, content);
button.addChild(image);
button.addChild(contentobj);
this.addInternalChild(button);
toggle(toggled);
return toggle;
}
/**
* Set the keyboard focus on this component.
*/
setKeyboardFocus(on_key: (key: string) => void) {
this.view.inputs.grabKeyboard(this, on_key);
// TODO release on destroy
}
}
}