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CiderControls Release v1.6.5 -
CiderControls Tab Order Version: 1.6.5
------------------------------
This file should not be included in the Codea project.
#Frame
#Control
#Dial
#Doughnut
#CheckBox
#Dialog
#ColorSelector
#DropList
#IconButton
#Label
#Main
#MultiButton
#NotchSlider
#PopMenu
#SelectList
#Slider
#Switch
#TabBar
#TextBox
#TextButton
#Ttouch
CheckBox = class(Control)
-- CheckBox 1.2
-- =====================
-- Designed for use with the Cider interface designer
-- A two-state inducator that alters state on touch
-- =====================
-- 1.2 appearance changes
function CheckBox:init(t, left, bottom, right, top, callback)
Control.init(self, t, left, bottom, right, top, callback)
self.controlName = "CheckBox"
end
function CheckBox:draw()
pushStyle()
fill(self.background)
stroke(self.foreground)
strokeWidth(1)
ellipse(self.left + 20, self:midY(), 40)
if self.selected then
fill(self.highlight)
ellipse(self.left + 20, self:midY(), 25)
fill(255, 255, 255, 37)
noStroke()
ellipse(self.left + 20, self:midY() + 5, 20, 10)
fill(0, 0, 0, 8)
ellipse(self.left + 20, self:midY() - 6, 20, 10)
else
noFill()
stroke(self.foreground)
strokeWidth(1)
ellipse(self.left + 20, self:midY(), 25)
end
fill(self.foreground)
textAlign(LEFT)
textMode(CORNER)
font(self.font)
fontSize(self.fontSize)
text(self.text, self.left + 45, self:midY()- 8)
popStyle()
end
function CheckBox:touched(touch)
if self:ptIn(touch.x, touch.y) then
if touch.state == BEGAN then
self.selected = not self.selected
end
if self.callback ~= nil then self.callback() end
return true
end
return false
end
ColorSelector = class(Control)
function ColorSelector:init(x, y)
Control.init(self, "", x, y, x + 250, y + 250)
sldRed = Slider("", 70, 200, 220, 220, 0, 256, 0)
sldGreen = Slider("", 70, 160, 220, 180, 0, 256, 0)
sldBlue = Slider("", 70, 120, 220, 140, 0, 256, 0)
sldAlpha = Slider("", 70, 80, 220, 100, 0, 256, 0)
ctlSample = Control("", 70, 10, 220, 60)
self.background = color(203, 203, 203, 255)
end
function ColorSelector:setColor(c)
sldRed.val = c.r
sldGreen.val = c.g
sldBlue.val = c.b
sldAlpha.val = c.a
end
function ColorSelector:draw()
pushStyle()
pushMatrix()
self:offset(4, -4)
self.background = color(47, 47, 47, 99)
Control.draw(self)
self:offset(-4, 4)
self.background = color(206, 206, 206, 255)
Control.draw(self)
translate(self.left, self.bottom)
sldRed:draw()
sldGreen:draw()
sldBlue:draw()
sldAlpha:draw()
ctlSample:draw()
fill(21, 21, 21, 255)
textAlign(LEFT)
textMode(CORNER)
text("Red", sldRed.left - 60, sldRed.bottom)
text("Green", sldRed.left - 60, sldGreen.bottom)
text("Blue", sldRed.left - 60, sldBlue.bottom)
text("Alpha", sldRed.left - 60, sldAlpha.bottom)
popMatrix()
popStyle()
end
function ColorSelector:getColor()
local c
c = color(sldRed.val, sldGreen.val, sldBlue.val, sldAlpha.val)
return c
end
function ColorSelector:touched(touch)
local tt
if Control.touched(self, touch) then
tt = Ttouch(touch)
tt:translate(self.left, self.bottom)
sldRed:touched(tt)
sldGreen:touched(tt)
sldBlue:touched(tt)
sldAlpha:touched(tt)
ctlSample.background = self:getColor()
return true
else
return false
end
end
Control = class(Frame)
-- Control 1.2
-- =====================
-- Designed for use with Cider controls
-- Used alone, and as a base class for other controls
-- =====================
-- appearance changes, default setting changes
-- version 1.1 bug fixes
TOP = 1
MIDDLE = 2
BOTTOM = 3
function Control:init(s, left, bottom, right, top, callback)
Frame.init(self, left, bottom, right, top, callback)
self.font = "HelveticaNeue-Bold"
self.fontSize = 16
self.fontHighlight = color(255, 255, 255, 255)
self.textAlign = LEFT
self.vertAlign = TOP
self.text = s
self.background = color(219, 219, 219, 255)
self.foreground = color(14, 14, 14, 255)
self.highlight = color(101, 114, 153, 255)
self.selected = 1
self.value = 1
self.active = true
self.controlName = "Control"
self.callback = callback or nil
end
function Control:splitText()
local i, k
i = 0
for k in string.gmatch(self.text,"([^;]+)") do
i = i + 1
self.itemText[i] = k
end
end
function Control:draw()
local i, h, w, x
pushStyle()
noStroke()
fill(self.background)
Frame.draw(self)
fill(0, 0, 0, 3)
for i = 1,10 do
rect(self.left, self.bottom, self:width(), self:height()/(i))
end
fill(self.foreground)
textAlign(LEFT)
textMode(CORNER)
font(self.font)
fontSize(self.fontSize)
w, h = textSize(self.text)
if self.textAlign == LEFT then
x = self.left + 4
elseif self.textAlign == CENTER then
x = self:midX() - w * 0.5
elseif self.textAlign == RIGHT then
x = self.right - w - 8
end
if self.vertAlign == TOP then
text(self.text, x, self.top - h)
elseif self.vertAlign == MIDDLE then
text(self.text, x, self:midY()- h*0.5)
elseif self.vertAlign == BOTTOM then
text(self.text, x, self.bottom + 4)
end
popStyle()
end
--ac this needs an if()
function Control:initString(ctlName)
return self.controlName.."('"..self.text.."', " ..
self.left..", "..self.bottom..", "..
self.right..", "..self.top..", "..
ctlName.."_Clicked" ..
")"
end
Dial = class(Control)
-- Dial 1.2
-- =====================
-- Designed for use with Cider controls
-- =====================
-- 1.2 appearance changes, simplified draw
-- 1.1 bug fixes
function Dial:init(s, left, bottom, right, top, min, max, val, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "Dial"
self.min = min
self.max = max
self.val = val
self.fontSize = 10
self.highlight = color(211, 211, 211, 255)
self.hotColor = color(0, 23, 255, 255)
end
function Dial:draw()
local x, w, h
pushStyle()
pushMatrix()
fontSize(self.fontSize)
strokeWidth(1)
stroke(self.foreground)
fill(self.background)
translate(self:midX(), self:midY())
ellipse(0, 0, self:width())
fill(self.hotColor)
w, h = textSize(self.text)
text(self.text, 0, -h-5)
strokeWidth(2)
rotate(180)
strokeWidth(2)
stroke(self.foreground)
fill(self.foreground)
for i=0,10 do
rotate(-30)
line(0, self:width() * 0.5 - 20, 0, self:width() * 0.5 - 10)
x = (self.max-self.min) * 0.1 * i
text(x, 0, self:width() * 0.5 - 30)
end
fill(self.background)
rotate(-30)
ellipse(0, self:width() * 0.5 - 15, 10)
strokeWidth(4)
x = (self.val / (self.max-self.min)) * 300 + 30
rotate(-x)
line(0, 0, 0, self:width() * 0.5 - 20)
strokeWidth(1)
fill(self.hotColor)
ellipse(0, self:width() * 0.5 - 20, 10)
fill(self.background)
ellipse(0, 0, 20)
popMatrix()
popStyle()
end
function Dial:initString(ctlName)
return "Dial('"..self.text.."', " ..
self.left..", "..self.bottom..", "..
self.right..", "..self.top..", "..
self.min..", "..self.max..", "..self.val..", "..
ctlName.."_Clicked" ..
")"
end
Dialog = class(Control)
-- Dialog 1.0
-- =====================
-- Designed for use with the Cider controls
-- A simple pop up window for other controls
-- =====================
function Dialog:init(t, left, bottom, right, top)
Control.init(self, t, left, bottom, right, top)
self.controlName = "Dialog"
self.text = t
self.inner = Frame(left + 4, bottom + 4, right - 4, top - 40)
self.background = color(255, 255, 255, 255)
end
function Dialog:draw()
pushMatrix()
pushStyle()
textMode(CENTER)
textAlign(CENTER)
fill(self.foreground)
stroke(self.foreground)
strokeWidth(2)
self:roundRect(8)
fill(self.background)
stroke(self.background)
text(self.text, self:midX(), self.top - 20)
self.inner:roundRect(10)
popStyle()
popMatrix()
end
Doughnut = class(Control)
-- Doughnut 1.2
-- =====================
-- Designed for use with Cider controls
-- =====================
-- 1.2 apprarance changes, simplified drawing model
-- 1.1 bug fixes
function Doughnut:init(s, left, bottom, right, top,
min, max, val, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "Doughnut"
self.min = min
self.max = max
self.val = val
self.fontSize = 14
self.intervals = 15
self.coolColor = color(0, 255, 107, 255)
self.warmColor = color(255, 251, 0, 255)
self.hotColor = color(255, 7, 0, 255)
self.warm = 9
self.hot = 14
end
function Doughnut:draw()
local i, x, w, h
pushStyle()
pushMatrix()
smooth()
stroke(self.foreground)
fill(self.background)
strokeWidth(1)
translate(self:midX(), self:midY())
fontSize(self.fontSize)
ellipse(0, 0, self:width())
strokeWidth(2)
stroke(self.foreground)
fill(255, 255, 255, 74)
ellipse(0, 0, self:width() * 0.5 + 10)
noStroke()
fill(self.foreground)
w, h = textSize(self.val)
text(self.val, 0, h*0.5)
fill(self.highlight)
text(self.text, 0, -h*0.5)
rotate(180)
x = (self:width() / (self.intervals * 0.3185) ) * 0.5
rotate(360 / self.intervals)
strokeWidth(1)
for i=1,self.intervals do
rotate(-360 / self.intervals)
fill(self.foreground)
if self.val >= (self.max-self.min) / self.intervals
* i + self.min then
fill(self.coolColor)
if i >= self.warm then
fill(self.warmColor)
end
if i >= self.hot then
fill(self.hotColor)
end
end
ellipse(0, self:width() * 0.25 + self:width() * 0.125, x)
end
popMatrix()
popStyle()
end
function Doughnut:initString(ctlName)
return "Doughnut('"..self.text.."', " ..
self.left..", "..self.bottom..", "..
self.right..", "..self.top..", "..
self.min..", "..self.max..", "..self.val..", "..
ctlName.."_Clicked" ..
")"
end
DropList = class(Control)
-- DropList 1.2
-- =====================
-- Designed for use with the Cider interface designer
-- drop down menu item list
-- =====================
function DropList:init(s, left, bottom, right, top, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "DropList"
self.itemText = {}
self.open = false
self:splitText()
end
function DropList:splitText()
local i, k
i = 0
for k in string.gmatch(self.text,"([^;]+)") do
i = i + 1
self.itemText[i] = k
end
end
function DropList:draw()
local i, t, h
pushStyle()
font(self.font)
fontSize(self.fontSize)
textMode(CENTER)
stroke(self.foreground)
fill(self.background)
Frame.draw(self)
fill(self.foreground)
if self.open then
for i, t in ipairs(self.itemText) do
text(t, self:midX(), self.top - i * 30 + 15)
end
strokeWidth(2)
stroke(243, 9, 9, 255)
line(self.left + 4, self.top - self.selected * 30,
self.right - 4, self.top - self.selected * 30)
line(self.left + 4, self.top - self.selected * 30 + 30,
self.right - 4, self.top - self.selected * 30 + 30)
else
text(self.itemText[self.selected], self:midX(), self:midY())
end
popStyle()
end
function DropList:touched(touch)
local h
h = #self.itemText * 30
if self:ptIn(touch.x, touch.y) then
if not self.open then
if touch.state == BEGAN then
self.open = true
self.bottom = self.top - h
end
else
self.selected =
math.floor((self.top - touch.y + 15) / 30)
if self.selected < 1 then self.selected = 1
elseif self.selected > #self.itemText then
self.selected = #self.itemText
end
end
end
if touch.state == ENDED then
self.open = false
self.bottom = self.top - 30
if self.callback ~= nil then self.callback() end
end
end
Frame = class()
-- Frame
-- ver. 1.5
-- a simple rectangle for holding controls.
-- ====================
function Frame:init(left, bottom, right, top)
self.left = left
self.right = right
self.bottom = bottom
self.top = top
end
function Frame:inset(dx, dy)
self.left = self.left + dx
self.right = self.right - dx
self.bottom = self.bottom + dy
self.top = self.top - dy
end
function Frame:offset(dx, dy)
self.left = self.left + dx
self.right = self.right + dx
self.bottom = self.bottom + dy
self.top = self.top + dy
end
function Frame:draw()
pushStyle()
rectMode(CORNERS)
rect(self.left, self.bottom, self.right, self.top)
popStyle()
end
function Frame:roundRect(r)
pushStyle()
local insetPos = vec2(self.left + r,self.bottom + r)
local insetSize = vec2(self:width() - 2 * r,self:height() - 2 * r)
rectMode(CORNER)
rect(insetPos.x, insetPos.y, insetSize.x, insetSize.y)
if r > 0 then
smooth()
lineCapMode(ROUND)
strokeWidth(r * 2)
line(insetPos.x, insetPos.y, insetPos.x + insetSize.x, insetPos.y)
line(insetPos.x, insetPos.y, insetPos.x, insetPos.y + insetSize.y)
line(insetPos.x, insetPos.y + insetSize.y, insetPos.x + insetSize.x, insetPos.y + insetSize.y)
line(insetPos.x + insetSize.x, insetPos.y, insetPos.x + insetSize.x, insetPos.y + insetSize.y)
end
popStyle()
end
function Frame:gloss(baseclr)
local i, t, r, g, b, y
pushStyle()
if baseclr == nil then baseclr = color(194, 194, 194, 255) end
fill(baseclr)
rectMode(CORNERS)
rect(self.left, self.bottom, self.right, self.top)
r = baseclr.r
g = baseclr.g
b = baseclr.b
for i = 1 , self:height() * 0.5 do
r = r - 1
g = g - 1
b = b - 1
stroke(r, g, b, 255)
y = (self.bottom + self.top) * 0.5
line(self.left, y + i, self.right, y + i)
line(self.left, y - i, self.right, y - i)
end
popStyle()
end
function Frame:shade(base, step)
pushStyle()
strokeWidth(1)
for y = self.bottom, self.top do
i = self.top - y
stroke(base - i * step, base - i * step, base - i * step, 255)
line(self.left, y, self.right, y)
end
popStyle()
end
function Frame:touched(touch)
if touch.x >= self.left and touch.x <= self.right then
if touch.y >= self.bottom and touch.y <= self.top then
return true
end
end
return false
end
function Frame:ptIn(x, y)
if x >= self.left and x <= self.right then
if y >= self.bottom and y <= self.top then
return true
end
end
return false
end
function Frame:overlaps(f)
if self.left > f.right or self.right < f.left or
self.bottom > f.top or self.top < f.bottom then
return false
else
return true
end
end
function Frame:width()
return self.right - self.left
end
function Frame:height()
return self.top - self.bottom
end
function Frame:midX()
return (self.left + self.right) * 0.5
end
function Frame:midY()
return (self.bottom + self.top) * 0.5
end
IconButton = class(Control)
-- IconButton
-- ver. 1.2
-- a simple control that centers an image in a frame
-- ====================
-- 1.3 appearance changes, drawing changes
-- 1.2 bug fixes
-- 1.1 derives from Control class, refactored
function IconButton:init(s, left, bottom, right, top, img)
Control.init(self, s, left, bottom, right, top)
self.controlName = "IconButton"
self.img = img
self.textAlign = CENTER
self.vertAlign = BOTTOM
end
function IconButton:draw()
local h, w
w, h = textSize(self.text)
pushStyle()
fill(self.background)
stroke(self.foreground)
self:roundRect(6)
noStroke()
stroke(self.background)
self:inset(1, 1)
self:roundRect(6)
self:inset(-1, -1)
stroke(self.foreground)
textMode(CENTER)
font(self.font)
fontSize(self.fontSize)
sprite(self.img, self:midX(), self:midY() + h * 0.5)
fill(0, 0, 0, 255)
text(self.text, self:midX(),self.bottom + h)
popStyle()
end
function IconButton:initString(ctlName)
return "IconButton('"..self.text.."', " ..
self.left..", "..self.bottom..", "..
self.right..", "..self.top..", '"..self.img .. "')"
end
Label = class(Control)
-- Label
-- ver. 1.6
-- a control for basic text label
-- ====================
-- 1.6 bug fixes
-- 1.5 derives from Control class, refactored
function Label:init(s, left, bottom, right, top, callback, f, fs, fh, ta, va, bg, fg, h)
Control.init(self, s, left, bottom, right, top)
self.controlName = "Label"
self.callback = callback or nil
if f ~= nil then self.font = f end
if fs ~= nil then self.fontSize = fs end
if fh ~= nil then self.fontHighlight = fh end
if ta ~= nil then self.textAlign = ta end
if va ~= nil then self.vertAlign = va end
if bg ~= nil then self.background = bg end
if fg ~= nil then self.foreground = fg end
if h ~= nil then self.highlight = h end
end
function Label:draw()
pushStyle()
font(self.font)
textAlign(self.textAlign)
textMode(CENTER)
textWrapWidth(self:width())
fontSize(self.fontSize)
fill(self.foreground)
text(self.text, self:midX(), self:midY())
popStyle()
end
-- Cider Controls 1.6
-- =====================
-- Designed for use with the Cider interface designer
-- Use this file to test and demostrate controls in the library
-- =====================
PROJECTNAME = "CiderControls"
VERSION = "1.6.5"
function setup()
VersionUpdateChecker.check()
displayMode(FULLSCREEN)
setInstructionLimit(0)
ctlText = Control("Text Boxes", 20, HEIGHT - 300, 300, HEIGHT - 50)
ctlText.background = color(181, 141, 203, 255)
txtTest = TextBox("Text Box", 40, HEIGHT - 120, 280, HEIGHT - 90)
txtTestC = TextBox("Text Box", 40, HEIGHT - 160, 280, HEIGHT - 130)
txtTestR = TextBox("Text Box", 40, HEIGHT - 200, 280, HEIGHT - 170)
txtLong = TextBox("Now is the winter of our discontent",
70, HEIGHT - 280, 280, HEIGHT - 210)
txtTestC.textAlign = CENTER
txtTestR.textAlign = RIGHT
ctlSwitch = Control("Switches", 320, HEIGHT - 300, WIDTH - 20,
HEIGHT - 50)
ctlSwitch.background = color(255, 182, 0, 255)
swtTest = Switch("On;Off", 340, 900, 420, 930)
chkTest = CheckBox("Check box", 340, 850, 440, 880)
ctlSlider = Control("Sliders", 20, HEIGHT - 500,
WIDTH - 20, HEIGHT - 330)
ctlSlider.background = color(223, 200, 168, 255)
sldTest = Slider("", 70, HEIGHT - 400, 400, HEIGHT - 370,
0, 100, 20)
ntsTest = NotchSlider("A;B;C", 90, HEIGHT - 460, 360, HEIGHT - 430)
ctlButton = Control("Buttons", 20, 170, WIDTH - 20, 480)
mlbTest = MultiButton("Left;Center;Right", 100, 400, 450, 440)
btnTest = TextButton("Button", 100, 330, 250, 370)
icbTest = IconButton("IconButton", 100, 200, 200, 300,
"Small World:Flag")
dlgTest = Dialog("Dialog Test", 100, 300, WIDTH - 100, 600)
showDialog = false
dial = Dial("Dial", 425, 530, 575, 680, 0, 100, sldTest.val)
doughnut = Doughnut("Doughnut", 585, 530, 735, 680, 0,
100, sldTest.val)
doughnut.intervals = 25
doughnut.warm=9
doughnut.hot=13
clrPicker = ColorSelector(100, 100)
showColor = false
tabbar = TabBar("Buttons;Dials;Selectors", 0, HEIGHT - 40,
WIDTH, HEIGHT)
list = SelectList("Buttons;Dials;Selectors", 500, 330,
700, 450)
list.subItem[2] = true
list.itemSelect[1] = true
multilist = SelectList("Buttons;Dials;Selectors", 500, 190,
700, 310, true)
end
-- This function gets called once every frame
function draw()
-- This sets a dark background color
background(181, 181, 181, 255)
-- This sets the line thickness
strokeWidth(5)
-- Do your drawing here
tabbar:draw()
ctlText:draw()
ctlSwitch:draw()
ctlSlider:draw()
ctlButton:draw()
btnTest:draw()
txtTest:draw()
txtTestC:draw()
txtTestR:draw()
txtLong:draw()
swtTest:draw()
sldTest:draw()
mlbTest:draw()
icbTest:draw()
chkTest:draw()
ntsTest:draw()
dial:draw()
doughnut:draw()
list:draw()
multilist:draw()
if showDialog then
sound(SOUND_JUMP, 24666)
dlgTest:draw()
end
if showColor then
clrPicker:draw()
end
end
function touched(touch)
if showColor then
showColor = clrPicker:touched(touch)
icbTest.background = clrPicker:getColor()
end
if btnTest:touched(touch) then
showDialog = true
end
if icbTest:touched(touch) then
showColor = true
end
if dlgTest:touched(touch) then
showDialog = false
end
txtTest:touched(touch)
txtTestC:touched(touch)
txtTestR:touched(touch)
txtLong:touched(touch)
if swtTest:touched(touch) then
CCActiveTextBox = nil
end
if sldTest:touched(touch) then
dial.val = sldTest.val
doughnut.val = sldTest.val
end
mlbTest:touched(touch)
chkTest:touched(touch)
ntsTest:touched(touch)
tabbar:touched(touch)
list:touched(touch)
multilist:touched(touch)
--menu2:touched(touch)
end
function keyboard(key)
if CCActiveTextBox then
CCActiveTextBox:acceptKey(key)
end
end
-----------------------------
--Update Checker Code added by AutoGist
-----------------------------
VersionUpdateChecker = {}
VersionUpdateChecker.gistURL = "https://api.github.com/gists/6048814"
VersionUpdateChecker.check = function()
local jsonURL = "https://dl.dropboxusercontent.com/s/9e4nvqeu4hsux2q/Json.lua?token_hash=AAFyMB98j4bnt_1gawf9wSke52hsoC7hsIvARcTuZNeOEw&dl=1"
local jsonSuccess = function(data)
local jsonCode = data
if jsonCode then local l = loadstring(jsonCode) l() end
local handleSuccess = function(data)
local gist = json.decode(data)
local version = string.match(gist.description,"%d+%.%d+%.%d+")
if VERSION ~= version then
displayMode(STANDARD)
print("Click Update_Project.")
alert("New Update Availiable! Click Update.","Update")
parameter.action("Update_Project",function() VersionUpdateChecker.GetProject() end)
end
end
http.request(VersionUpdateChecker.gistURL,handleSuccess,function() print("Update Failed") end)
end
http.request(jsonURL,jsonSuccess,function() print("Check Internet Connection") end)
end
function VersionUpdateChecker.GetProject()
local handleSuccess = function(data,i,j)
if listProjectTabs(PROJECTNAME) == nil then
error("Check Project Name")
end
local gist = json.decode(data)
local projName = PROJECTNAME
if gist.files["1aTabOrder"] then
print("***Tab Order Found***")
local taborder = gist.files["1aTabOrder"].content
local strStart =1
local strEnd =0
strStart = string.find(taborder,"#",strEnd)
strEnd = string.find(taborder,"\n",strStart)
while strStart do
local tmp = string.sub(taborder,strStart+1,strEnd-1)
local name = PROJECTNAME..":"..tmp
tmp = tmp..".lua"
saveProjectTab(name,gist.files[tmp].content)
strStart = string.find(taborder,"#",strEnd)
strEnd = string.find(taborder,"\n",strStart)
end
else
for k,v in pairs(gist.files) do
local name = PROJECTNAME .. ":" .. string.gsub(k,".lua","")
saveProjectTab(name, v.content)
end
end
if gist.files["ChangeLog.lua"] then
local str = gist.files["ChangeLog.lua"].content
alert(str,"Version Notes")
end
sound(SOUND_PICKUP, 24058)
print("Reload Project to finish update!")
end
http.request(VersionUpdateChecker.gistURL,handleSuccess,function(data) print("Update Failed") end)
end
--End of Update Checker
--------------------------------------------------
MultiButton = class(Control)
-- MultiButton 1.3
-- =====================
-- Designed for use with the Cider Controls
-- Allows selecting between 2-x choices
-- =====================
-- 1.3 appearance changes
function MultiButton:init(s, left, bottom, right, top, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "MultiButton"
self.itemText = {}
self:splitText()
end
function MultiButton:draw()
local w, i, b, h
pushStyle()
w = (self:width()) / #self.itemText
h = self:height()
strokeWidth(2)
fill(self.background)
stroke(self.foreground)
self:roundRect(6)
noStroke()
stroke(self.background)
self:inset(1, 1)
self:roundRect(6)
self:inset(-1, -1)
stroke(self.foreground)
textMode(CENTER)
font(self.font)
fontSize(self.fontSize)
for i, b in ipairs(self.itemText) do
fill(self.foreground)
strokeWidth(2)
if i < #self.itemText then
line(self.left + i * w, self.top -1,
self.left + i * w, self.bottom + 1)
end
text(b, (self.left + i * w) - (w * 0.5), self:midY())
noStroke()
fill(0, 0, 0, 22)
if i ~= self.selected then
h = self:height()
rect(self.left + i * w - w, self.bottom,
w, h * 0.6 )
rect(self.left + i * w - w, self.bottom,
w, h * 0.4 )
rect(self.left + i * w - w, self.bottom,
w, h * 0.2 )
else
fill(self.highlight)
rect(self.left + i * w - w + 1, self.bottom + 1,
w - 2, self:height() - 2)
fill(0, 0, 0, 28)
rect(self.left + i * w - w, self:midY() - h*0.25,
w, self:height() * 0.6)
rect(self.left + i * w - w, self:midY(),
w, self:height() * 0.4 )
rect(self.left + i * w - w, self:midY() + h*0.25,
w, self:height() * 0.3 )
fill(255, 255, 255, 255)
text(b, (self.left + i * w) - (w * 0.5), self:midY())
end
end
popStyle()
end
function MultiButton:touched(touch)
if self:ptIn(touch.x, touch.y) then
if touch.state == BEGAN then
w = (self:width()) / #self.itemText
i = math.floor((touch.x - self.left) / w) + 1
self.selected = i
end
if self.callback ~= nil then self.callback() end
return true
end
end
NotchSlider = class(Control)
-- NotchSlider 1.1
-- =====================
-- Designed for use with Cider controls
-- offers option of sliding to preset positions
-- =====================
-- 1.1 appearance changes
function NotchSlider:init(s, left, bottom, right, top, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "NotchSlider"
self.itemText = {}
self:splitText()
end
function NotchSlider:splitText()
local i, k
i = 0
for k in string.gmatch(self.text,"([^;]+)") do
i = i + 1
self.itemText[i] = k
end
end
function NotchSlider:draw()
local x, i, scale
pushStyle()
font(self.font)
fontSize(self.fontSize)
textAlign(CENTER)
textMode(CENTER)
strokeWidth(20)
stroke(self.background)
fill(self.background)
line(self.left, self:midY(), self.right, self:midY())
if #self.itemText > 1 then
x = self:width() / (#self.itemText - 1)
for i = 1, #self.itemText do
fill(self.background)
stroke(self.background)
ellipse(self.left + (i-1) * x, self:midY(), 35)
fill(self.foreground)
text(self.itemText[i], self.left + (i-1) * x,
self:midY() + 25)
end
x = self.left + (self.selected - 1) * x
else
x = self:midX()
end
fill(0, 0, 0, 16)
noStroke()
ellipse(x, self:midY() - 12, 25, 12)
ellipse(x, self:midY() - 10, 45, 30)
strokeWidth(12)
stroke(self.highlight)
ellipse(x, self:midY(), 40)
fill(255, 255, 255, 56)
noStroke()
ellipse(x, self:midY() + 12, 25, 12)
popStyle()
end
function NotchSlider:touched(touch)
local x, scale
if touch.state == BEGAN or touch.state == MOVING then
if self:ptIn(touch.x, touch.y) then
if #self.itemText > 1 then
scale = self:width() / (#self.itemText - 1)
x = touch.x - self.left + 20
self.selected = math.floor(x / scale) + 1
end
if self.callback ~= nil then self.callback() end
return true
end
end
end
PopMenu = class()
-- PopMenu
-- ver. 1.0
-- a control that provides a simple menu
-- warning: not looked at in a LONG time
-- ====================
function PopMenu:init(x, y)
self.x = x
self.y = y
self.items={}
self.frames = {}
end
function PopMenu:draw()
local h, w, x, i
pushStyle()
h = 10
w = 100
for i, item in ipairs(self.items) do
h = h + 60
if string.len(item) * 20 > w then
w = string.len(item) * 20
end
end
w = w + 20
fill(0, 0, 0, 255)
rect(self.x, self.y, w, h)
textAlign(CENTER)
for i, item in ipairs(self.items) do
self.frames[i] = Frame(self.x + 10, self.y + i * 60 - 50,
self.x + w - 10, self.y + i * 60 )
self.frames[i]:gloss(color(255, 255, 255, 255))
x = self.x + w * 0.5
text(item, x, self.y + i * 60 - 24)
end
popStyle()
end
function PopMenu:touched(touch)
local i
for i, frame in ipairs(self.frames) do
if frame:touched(touch) then
fill(255, 14, 0, 255)
frame:draw()
return i
end
end
return nil
end
SelectList = class(Control)
-- SelectList 1.0
-- =====================
-- Designed for use with Cider controls
-- mimics the grouping control of Apple's UI
-- use the multi property to switch between
-- simgle option and multioption lists
-- =====================
-- 1.1 appearance changes
function SelectList:init(s, left, bottom, right, top, multi)
Control.init(self, s, left, bottom, right, top, nil)
self.font = "HelveticaNeue-Bold"
self.controlName = "SelectList"
self.pressed = false
self.over = false
self.background = color(238, 238, 238, 255)
self.callback = callback or nil
self.itemText = {}
self:splitText()
self.itemSelect = {}
self.subItem = {}
self.multi = multi
for i = 1, #self.itemText do
self.itemSelect[i] = false
self.subItem[i] = false
end
end
function SelectList:draw()
local y
pushStyle()
font(self.font)
fontSize(self.fontSize)
stroke(self.foreground)
fill(self.foreground)
self:roundRect(5)
self:inset(1, 1)
noStroke()
Frame.draw(self)
stroke(self.background)
fill(self.background)
self:roundRect(5)
self:inset(-1, -1)
strokeWidth(2)
for i, b in ipairs(self.itemText) do
w, h = textSize(self.itemText[i])
fill(self.foreground)
y = self.top - i * h*2 + h
if self.multi then
text(self.itemText[i], self.left + 35 +w*0.5, y)
else
text(self.itemText[i], self.left + 10 +w*0.5, y)
end
stroke(self.foreground)
strokeWidth(3)
if self.multi then
if self.itemSelect[i] then
line(self.left + 12, y, self.left + 15, y - 4)
line(self.left + 15, y - 4, self.left + 20, y + 7)
end
else
if i == self.selected then
line(self.right - 23, y, self.right - 20, y - 4)
line(self.right - 20, y - 4, self.right - 15, y + 7)
end
if self.subItem[i] then
line(self.right - 20, y + 5, self.right - 15, y)
line(self.right - 20, y - 5, self.right - 15, y)
end
end
stroke(self.highlight)
strokeWidth(1)
noSmooth()
if i < #self.itemText then
line(self.left, self.top - i * h*2, self.right,
self.top - i * h*2)
end
smooth()
end
popStyle()
end
function SelectList:touched(touch)
local i
pushStyle()
font(self.font)
fontSize(self.fontSize)
w, h = textSize(self.itemText[1])
popStyle()
if self:ptIn(touch.x, touch.y) and touch.state == BEGAN then
i = 1
i = math.floor((self.top - touch.y) / (h*2)) + 1
if i > #self.itemText then
i = #self.itemText
end
if self.multi then
self.itemSelect[i] = not self.itemSelect[i]
elseif not self.subItem[i] then
self.selected = i
end
return true
end
end
Slider = class(Control)
-- Slider 1.4
-- =====================
-- Designed for use with Cider controls
-- offers option of sliding to 1-x values
-- =====================
-- 1.4 appearance changes
-- 1.3 refactored, based on Control class
function Slider:init(s, left, bottom, right, top, min, max, val, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "Slider"
self.min = min
self.max = max
self.val = val
end
function Slider:draw()
local x, y, scale
pushStyle()
font(self.font)
fontSize(self.fontSize)
stroke(self.foreground)
fill(self.background)
h, w = textSize(self.max)
scale = (self:width() - h * 2) / (self.max - self.min)
x = self.left + h + ((self.val - self.min) * scale)
y = self:midY()
strokeWidth(15)
stroke(self.background)
line(self.left + h, y, self.right - h, y)
stroke(self.highlight)
line(self.left + h, y, x, y)
stroke(255, 255, 255, 29)
strokeWidth(7)
line(self.left + h, y +4, x, y + 4)
strokeWidth(1)
stroke(self.foreground)
fill(self.background)
ellipse(x, y, 25)
fill(0, 0, 0, 9)
noStroke()
ellipse(x, y+4, 22, 11)
ellipse(x, y, 22, 22)
fill(self.foreground)
h, w = textSize("Slider")
textMode(CENTER)
textAlign(LEFT)
text(self.min, self.left, y)
textAlign(RIGHT)
text(self.max, self.right, y)
textAlign(CENTER)
text(self.text, self:midX(), y + h)
if self.val > self.min and self.val < self.max then
text(self.val, x, y + h * 0.5)
end
popStyle()
end
function Slider:touched(touch)
local x, scale
if touch.state == BEGAN or touch.state == MOVING then
if self:ptIn(touch.x, touch.y) then
x = touch.x - self.left - 10
scale = ((self.right - self.left) - 20) /
(self.max - self.min)
self.val = math.floor(x / scale) + self.min
if self.val < self.min then
self.val = self.min
elseif self.val > self.max then
self.val = self.max
end
if self.callback ~= nil then self.callback() end
return true
end
end
end
function Slider:initString()
return "Slider('"..self.text.."', " ..
self.left..", "..self.bottom..", "..
self.right..", "..self.top..", "..self.min..", "..
self.max..", "..self.val..")"
end
Switch = class(Control)
-- Switch 1.5
-- =====================
-- Designed for use with Cider controls
-- two-position selector
-- =====================
-- 1.5 appearance changes, refactored closer to Apple UI
-- 1.4 bug fixes
-- 1.3 cosmetic changes, refactored, based on Control
function Switch:init(s, left, bottom, right, top, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "Switch"
self.itemText = {}
self:splitText()
end
function Switch:splitText()
local i, k
i = 0
for k in string.gmatch(self.text,"([^;]+)") do
i = i + 1
self.itemText[i] = k
end
end
function Switch:draw()
pushStyle()
font(self.font)
fontSize(self.fontSize)
strokeWidth(1)
textMode(CENTER)
if self.selected then
stroke(self.highlight)
fill(self.highlight)
h = self:height()
self:roundRect(h*0.5)
fill(127, 127, 127, 53)
rect(self.left + h*0.5, self.top - 12,
self:width() - h, 8)
fill(253, 253, 253, 30)
rect(self.left + h*0.5, self.bottom + 4,
self:width() - h, 8)
noStroke()
stroke(self.foreground)
fill(self.background)
strokeWidth(1)
ellipse(self.right - h*0.5, self:midY(), self:height())
noStroke()
fill(127, 127, 127, 30)
ellipse(self.right - h*0.5, self:midY()-4, self:height()-4, self:height())
ellipse(self.right - h*0.5, self:midY()+4, self:height()-4, self:height() * 0.5)
fill(self.background)
if #self.itemText > 0 then
text(self.itemText[1], self:midX()-h*0.5, self:midY())
end
else
fill(self.background)
stroke(self.background)
h = self:height()
self:roundRect(h*0.5)
fill(127, 127, 127, 42)
rect(self.left+h*0.5, self.top - 12,
self:width() - h, 8)
fill(255, 255, 255, 60)
rect(self.left+h*0.5, self.bottom + 4,
self:width() - h, 8)
stroke(self.foreground)
fill(self.background)
strokeWidth(1)
ellipse(self.left + h*0.5, self:midY(), self:height())
noStroke()
fill(212, 212, 212, 30)
ellipse(self.left + h*0.5, self:midY()-4,
self:height()-4, self:height())
ellipse(self.left + h*0.5, self:midY()+4,
self:height()-4, self:height() * 0.5)
fill(self.foreground)
if #self.itemText > 1 then
text(self.itemText[2], self:midX()+h*0.5, self:midY())
end
end
popStyle()
end
function Switch:touched(touch)
if self:ptIn(touch.x, touch.y) then
if touch.state == BEGAN then
self.selected = not self.selected
if self.callback ~= nil then self.callback() end
end
return true
else
return false
end
end
TabBar = class(Control)
-- TabBar 1.0
-- =====================
-- Designed for use with Cider controls
-- provides a strip of selectable tabs
-- =====================
function TabBar:init(s, left, bottom, right, top, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "TabBar"
self.itemText = {}
self.tab = {}
self:splitText()
self:sizeTabs()
self.selected = 1
end
function TabBar:sizeTabs()
local i, x, w
x = 2
for i=1, #self.itemText do
w = textSize(self.itemText[i])
self.tab[i] = Frame(x, 0, x + w + 8, self:height()-4)
x = self.tab[i].right
end
end
function TabBar:draw()
local w, i, b, h, x
pushStyle()
pushMatrix()
translate(self.left, self.bottom)
fill(self.foreground)
noStroke()
rect(0, 0, self:width(), self:height())
strokeWidth(2)
stroke(127, 127, 127, 255)
line(0, 0, self:width(), 0)
fontSize(self.fontSize)
font(self.font)
for i = 1, #self.itemText do
self.tab[i].top = self:height() - 4
if i == self.selected then
fill(self.highlight)
else
fill(self.background)
end
self.tab[i]:draw()
if i == self.selected then
fill(255, 255, 255, 255)
else
fill(0, 0, 0, 255)
end
text(self.itemText[i], self.tab[i]:midX(), self.tab[i]:midY())
end
popMatrix()
popStyle()
end
function TabBar:touched(touch)
if self:ptIn(touch.x, touch.y) then
if touch.state == BEGAN then
for i = 1, #self.itemText do
tt = Ttouch(touch)
tt.x = tt.x - self.left
tt.y = tt.y - self.bottom
if self.tab[i]:touched(tt) then
self.selected = i
end
end
end
return true
else
return false
end
end
TextBox = class(Control)
-- TextBox (numbers restarted, as this is a rewrite)
-- ver. 1.6
-- a control for basic string editing
-- ====================
-- 1.6 appearance changes, minor behavior changes
-- 1.5 Refactored, based on Control
CCActiveTextBox = nil
function TextBox:init(s, left, bottom, right, top, callback)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "TextBox"
self.blink = ElapsedTime
self.blinkstate = true
self.insertPoint = string.len(s)
end
function TextBox:draw()
local x, w, h
pushStyle()
pushMatrix()
font(self.font)
textMode(CORNER)
textWrapWidth(self:width() - 8)
textAlign(LEFT)
fontSize(self.fontSize)
w, h = textSize(self.text)
fontSize(self.fontSize)
stroke(self.foreground)
fill(self.foreground)
self:roundRect(0)
self:inset(1, 1)
noStroke()
Frame.draw(self)
stroke(self.background)
fill(self.background)
self:roundRect(0)
self:inset(-1, -1)
--text layout
if self.textAlign == LEFT then
x = self.left + 4
elseif self.textAlign == CENTER then
x = self:midX() - w * 0.5
elseif self.textAlign == RIGHT then
x = self.right - w - 8
end
fill(self.foreground)
if self.vertAlign == TOP then
text(self.text, x, self.top - h)
elseif self.vertAlign == MIDDLE then
text(self.text, x, self:midY()- h*0.5)
elseif self.vertAlign == BOTTOM then
text(self.text, x, self.bottom + 4)
end
--insert position
w, h = textSize(self.text)
if self.textAlign == LEFT then
x = self.left + w + 6
elseif self.textAlign == CENTER then
x = self:midX() + w * 0.5 + 2
elseif self.textAlign == RIGHT then
x = self.right - 4
end
if self == CCActiveTextBox then
if self.blink < ElapsedTime - 0.3 then
self.blink = ElapsedTime
self.blinkstate = not self.blinkstate
end
if self.blinkstate then
strokeWidth(3)
stroke(self.highlight)
line(x, self.top - h, x, self.top)
end
end
popMatrix()
popStyle()
end
function TextBox:acceptKey(k)
if k ~= nil then
if string.byte(k) == nil then
if string.len(self.text) > 0 then
self.text = string.sub(self.text,
1, string.len(self.text) - 1)
end
end
self.text = self.text..k
end
end
function TextBox:touched(touch)
if self:ptIn(touch.x, touch.y) then
CCActiveTextBox = self
self.insertPoint = string.len(self.text)
if not isKeyboardShowing() then showKeyboard() end
if self.callback ~= nil then self.callback() end
return true
else
return false
end
end
TextButton = class(Control)
-- TextButton
-- ver. 1.8
-- a control for displaying a simple button
-- ====================
-- 1.8 appearance changes
-- 1.7 derived from Control class, appearance changes
-- 1.6 cosmetic changes
function TextButton:init(s, left, bottom, right, top, callback, f, fs, fh, ta, va, bg, fg, h)
Control.init(self, s, left, bottom, right, top, callback)
self.controlName = "TextButton"
self.pressed = false
self.over = false
self.selected = false
self.callback = callback or nil
if f ~= nil then self.font = f end
if fs ~= nil then self.fontSize = fs end
if fh ~= nil then self.fontHighlight = fh end
if ta ~= nil then self.textAlign = ta end
if va ~= nil then self.vertAlign = va end
if bg ~= nil then self.background = bg end
if fg ~= nil then self.foreground = fg end
if h ~= nil then self.highlight = h end
end
function TextButton:draw()
pushStyle()
font(self.font)
fontSize(self.fontSize)
stroke(self.foreground)
fill(self.foreground)
self:roundRect(0)
self:inset(1, 1)
if self.over or self.selected then
stroke(self.highlight)
fill(self.highlight)
else
stroke(self.background)
fill(self.background)
end
self:roundRect(0)
self:inset(-1, -1)
--[[
fill(0, 0, 0, 255)
noStroke()
rect(self.left, self:midY() - 4, self:width(), self:height() * 0.5)
rect(self.left, self:midY() + self:height() * 0.25 - 4, self:width(),
self:height() * 0.25)
fill(255, 255, 255, 37)
rect(self.left, self.bottom, self:width(), self:height() * 0.25 - 4)
--]]
if self.over or self.selected then
fill(self.fontHighlight)
else
fill(self.foreground)
end
text(self.text, self:midX(), self:midY())
popStyle()
end
function TextButton:exit()
end
function TextButton:touched(touch)
-- touch in button
if self:ptIn(touch.x, touch.y) then
if touch.state == BEGAN then
self.pressed = true
self.over = true
elseif self.pressed then
if touch.state == MOVING then
self.over = true
elseif touch.state == ENDED then
self.over = false
self.pressed = false
if self.callback ~= nil then self.callback() end
return true
end
end
-- touch outside button
elseif self.pressed then
if touch.state == MOVING then
self.over = false
elseif touch.state == ENDED then
self.over = false
self.pressed = false
end
end
return false
end
Ttouch = class()
-- Translatable Touch
-- ver. 1.0
-- maps fields of a touch but is easily modified.
-- ====================.
function Ttouch:init(touch)
self.x = touch.x
self.y = touch.y
self.state = touch.state
self.prevX = touch.prevX
self.prevY = touch.prevY
self.deltaX = touch.deltaX
self.deltaY = touch.deltaY
self.id = touch.id
self.tapCount = touch.tapCount
self.timer = 0
end
function Ttouch:translate(x, y)
self.x = self.x - x
self.y = self.y - y
end
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