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graphics.lua
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graphics.lua
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--[[
Draw a border
@x: start position in x axis
@y: start position in y axis
@w: width of the border
@h: height of the border
@bw: line width of the border
@c: color for loading bar
@r: radius of for border's corner (nil or 0 means right corner border)
--]]
function blitbuffer.paintBorder(bb, x, y, w, h, bw, c, r)
if not r or r == 0 then
bb:paintRect(x, y, w, bw, c)
bb:paintRect(x, y+h-bw, w, bw, c)
bb:paintRect(x, y+bw, bw, h - 2*bw, c)
bb:paintRect(x+w-bw, y+bw, bw, h - 2*bw, c)
else
if h < 2*r then h = 2 * r end
if w < 2*r then w = 2 * r end
bb:paintRoundedCorner(x, y, w, h, bw, r, c)
bb:paintRect(r+x, y, w-2*r, bw, c)
bb:paintRect(r+x, y+h-bw, w-2*r, bw, c)
bb:paintRect(x, r+y, bw, h-2*r, c)
bb:paintRect(x+w-bw, r+y, bw, h-2*r, c)
end
end
--[[
Draw a progress bar according to following args:
@x: start position in x axis
@y: start position in y axis
@w: width for progress bar
@h: height for progress bar
@load_m_w: width margin for loading bar
@load_m_h: height margin for loading bar
@load_percent: progress in percent
@c: color for loading bar
--]]
function blitbuffer.progressBar(bb, x, y, w, h,
load_m_w, load_m_h, load_percent, c)
if load_m_h*2 > h then
load_m_h = h/2
end
blitbuffer.paintBorder(fb.bb, x, y, w, h, 2, 15)
fb.bb:paintRect(x+load_m_w, y+load_m_h,
(w-2*load_m_w)*load_percent, (h-2*load_m_h), c)
end
------------------------------------------------
-- Start of Cursor class
------------------------------------------------
Cursor = {
x_pos = 0,
y_pos = 0,
--color = 15,
h = 10,
w = nil,
line_w = nil,
is_cleared = true,
}
function Cursor:new(o)
o = o or {}
o.x_pos = o.x_pos or self.x_pos
o.y_pos = o.y_pos or self.y_pos
o.line_width_factor = o.line_width_factor or 10
setmetatable(o, self)
self.__index = self
o:setHeight(o.h or self.h)
return o
end
function Cursor:setHeight(h)
self.h = h
self.w = self.h / 3
self.line_w = math.floor(self.h / self.line_width_factor)
end
function Cursor:_draw(x, y, refresh)
local up_down_width = math.floor(self.line_w / 2)
local body_h = self.h - (up_down_width * 2)
-- paint upper horizontal line
fb.bb:invertRect(x, y, self.w, up_down_width)
-- paint middle vertical line
fb.bb:invertRect(x + (self.w / 2) - up_down_width, y + up_down_width,
self.line_w, body_h)
-- paint lower horizontal line
fb.bb:invertRect(x, y + body_h + up_down_width, self.w, up_down_width)
if refresh then
fb:refresh(1, x, y, self.w, body_h + up_down_width * 2)
end
end
function Cursor:draw(refresh)
if self.is_cleared then
self.is_cleared = false
self:_draw(self.x_pos, self.y_pos, refresh)
end
end
function Cursor:clear(refresh)
if not self.is_cleared then
self.is_cleared = true
self:_draw(self.x_pos, self.y_pos, refresh)
end
end
function Cursor:move(x_off, y_off)
self.x_pos = self.x_pos + x_off
self.y_pos = self.y_pos + y_off
end
function Cursor:moveHorizontal(x_off)
self.x_pos = self.x_pos + x_off
end
function Cursor:moveVertical(x_off)
self.y_pos = self.y_pos + y_off
end
function Cursor:moveAndDraw(x_off, y_off)
self:clear()
self:move(x_off, y_off)
self:draw()
end
function Cursor:moveTo(x_pos, y_pos)
self.x_pos = x_pos
self.y_pos = y_pos
end
function Cursor:moveToAndDraw(x_pos, y_pos)
self:clear()
self.x_pos = x_pos
self.y_pos = y_pos
self:draw()
end
function Cursor:moveHorizontalAndDraw(x_off)
self:clear()
self:move(x_off, 0)
self:draw()
end
function Cursor:moveVerticalAndDraw(y_off)
self:clear()
self:move(0, y_off)
self:draw()
end