Merge branch 'Pyroxenium:master' into erb3-patch1
This commit is contained in:
4533
basalt-source.lua
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4533
basalt-source.lua
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@@ -156,7 +156,11 @@ local function Object(name)
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end;
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getWidth = function(self)
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return self.w
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return self.width
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end;
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getSize = function(self)
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return self.width, self.height
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end;
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setBackground = function(self, color)
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137
source/project/lib/bigfont.lua
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137
source/project/lib/bigfont.lua
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File diff suppressed because one or more lines are too long
@@ -1,13 +1,13 @@
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local function getTextHorizontalAlign(text, width, textAlign)
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local function getTextHorizontalAlign(text, width, textAlign, replaceChar)
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text = string.sub(text, 1, width)
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local offset = width - string.len(text)
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if (textAlign == "right") then
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text = string.rep(" ", offset) .. text
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text = string.rep(replaceChar or " ", offset) .. text
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elseif (textAlign == "center") then
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text = string.rep(" ", math.floor(offset / 2)) .. text .. string.rep(" ", math.floor(offset / 2))
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text = text .. (string.len(text) < width and " " or "")
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text = string.rep(replaceChar or " ", math.floor(offset / 2)) .. text .. string.rep(replaceChar or " ", math.floor(offset / 2))
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text = text .. (string.len(text) < width and (replaceChar or " ") or "")
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else
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text = text .. string.rep(" ", offset)
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text = text .. string.rep(replaceChar or " ", offset)
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end
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return text
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end
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@@ -34,4 +34,126 @@ local function rpairs(t)
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return i, t[i]
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end
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end, t, #t + 1
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end
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local function shrink(bLittleData, bgColor)
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-- shrinkSystem is copy pasted (and slightly changed) from blittle by Bomb Bloke: http://www.computercraft.info/forums2/index.php?/topic/25354-cc-176-blittle-api/
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local relations = { [0] = { 8, 4, 3, 6, 5 }, { 4, 14, 8, 7 }, { 6, 10, 8, 7 }, { 9, 11, 8, 0 }, { 1, 14, 8, 0 }, { 13, 12, 8, 0 }, { 2, 10, 8, 0 }, { 15, 8, 10, 11, 12, 14 },
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{ 0, 7, 1, 9, 2, 13 }, { 3, 11, 8, 7 }, { 2, 6, 7, 15 }, { 9, 3, 7, 15 }, { 13, 5, 7, 15 }, { 5, 12, 8, 7 }, { 1, 4, 7, 15 }, { 7, 10, 11, 12, 14 } }
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local colourNum, exponents, colourChar = {}, {}, {}
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for i = 0, 15 do
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exponents[2 ^ i] = i
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end
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do
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local hex = "0123456789abcdef"
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for i = 1, 16 do
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colourNum[hex:sub(i, i)] = i - 1
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colourNum[i - 1] = hex:sub(i, i)
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colourChar[hex:sub(i, i)] = 2 ^ (i - 1)
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colourChar[2 ^ (i - 1)] = hex:sub(i, i)
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local thisRel = relations[i - 1]
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for i = 1, #thisRel do
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thisRel[i] = 2 ^ thisRel[i]
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end
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end
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end
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local function getBestColourMatch(usage)
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local lastCol = relations[exponents[usage[#usage][1]]]
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if(lastCol~=nil)then
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for j = 1, #lastCol do
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local thisRelation = lastCol[j]
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for i = 1, #usage - 1 do
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if usage[i][1] == thisRelation then
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return i
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end
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end
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end
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end
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return 1
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end
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local function colsToChar(pattern, totals)
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if not totals then
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local newPattern = {}
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totals = {}
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for i = 1, 6 do
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local thisVal = pattern[i]
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local thisTot = totals[thisVal]
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totals[thisVal], newPattern[i] = thisTot and (thisTot + 1) or 1, thisVal
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end
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pattern = newPattern
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end
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local usage = {}
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for key, value in pairs(totals) do
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usage[#usage + 1] = { key, value }
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end
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if #usage > 1 then
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-- Reduce the chunk to two colours:
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while #usage > 2 do
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table.sort(usage, function(a, b)
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return a[2] > b[2]
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end)
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local matchToInd, usageLen = getBestColourMatch(usage), #usage
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local matchFrom, matchTo = usage[usageLen][1], usage[matchToInd][1]
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for i = 1, 6 do
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if pattern[i] == matchFrom then
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pattern[i] = matchTo
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usage[matchToInd][2] = usage[matchToInd][2] + 1
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end
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end
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usage[usageLen] = nil
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end
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-- Convert to character. Adapted from oli414's function:
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-- http://www.computercraft.info/forums2/index.php?/topic/25340-cc-176-easy-drawing-characters/
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local data = 128
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for i = 1, #pattern - 1 do
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if pattern[i] ~= pattern[6] then
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data = data + 2 ^ (i - 1)
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end
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end
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return string.char(data), colourChar[usage[1][1] == pattern[6] and usage[2][1] or usage[1][1]], colourChar[pattern[6]]
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else
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-- Solid colour character:
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return "\128", colourChar[pattern[1]], colourChar[pattern[1]]
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end
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end
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local results, width, height, bgCol = { {}, {}, {} }, 0, #bLittleData + #bLittleData % 3, bgColor or colors.black
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for i = 1, #bLittleData do
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if #bLittleData[i] > width then
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width = #bLittleData[i]
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end
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end
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for y = 0, height - 1, 3 do
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local cRow, tRow, bRow, counter = {}, {}, {}, 1
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for x = 0, width - 1, 2 do
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-- Grab a 2x3 chunk:
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local pattern, totals = {}, {}
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for yy = 1, 3 do
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for xx = 1, 2 do
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pattern[#pattern + 1] = (bLittleData[y + yy] and bLittleData[y + yy][x + xx]) and (bLittleData[y + yy][x + xx] == 0 and bgCol or bLittleData[y + yy][x + xx]) or bgCol
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totals[pattern[#pattern]] = totals[pattern[#pattern]] and (totals[pattern[#pattern]] + 1) or 1
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end
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end
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cRow[counter], tRow[counter], bRow[counter] = colsToChar(pattern, totals)
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counter = counter + 1
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end
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results[1][#results[1] + 1], results[2][#results[2] + 1], results[3][#results[3] + 1] = table.concat(cRow), table.concat(tRow), table.concat(bRow)
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end
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results.width, results.height = #results[1][1], #results[1]
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return results
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end
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@@ -4,12 +4,15 @@ local function Label(name)
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local objectType = "Label"
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base:setZIndex(3)
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base.fgColor = colors.white
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base.bgcolor = colors.black
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local autoWidth = true
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base:setValue("")
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local textHorizontalAlign = "left"
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local textVerticalAlign = "top"
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local fontsize = 0
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local object = {
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getType = function(self)
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@@ -31,6 +34,17 @@ local function Label(name)
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return self
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end;
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setFontSize = function(self, size)
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if(size>0)and(size<=4)then
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fontsize = size-1 or 0
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end
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return self
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end;
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getFontSize = function(self)
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return fontsize+1
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end;
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setSize = function(self, width, height)
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base.setSize(self, width, height)
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autoWidth = false
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@@ -46,9 +60,27 @@ local function Label(name)
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self.parent:drawBackgroundBox(obx, oby, self.width, self.height, self.bgColor)
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self.parent:drawForegroundBox(obx, oby, self.width, self.height, self.fgColor)
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self.parent:drawTextBox(obx, oby, self.width, self.height, " ")
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for n = 1, self.height do
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if (n == verticalAlign) then
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self.parent:writeText(obx, oby + (n - 1), getTextHorizontalAlign(self:getValue(), self.width, textHorizontalAlign), self.bgColor, self.fgColor)
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if(fontsize==0)then
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for n = 1, self.height do
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if (n == verticalAlign) then
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self.parent:writeText(obx, oby + (n - 1), getTextHorizontalAlign(self:getValue(), self.width, textHorizontalAlign), self.bgColor, self.fgColor)
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end
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end
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else
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local tData = makeText(fontsize, self:getValue(), self.fgColor, self.bgColor)
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for n = 1, self.height do
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if (n == verticalAlign) then
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local oX, oY = self.parent:getSize()
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local cX, cY = #tData[1][1], #tData[1]
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obx = obx or math.floor((oX - cX) / 2) + 1
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oby = oby or math.floor((oY - cY) / 2) + 1
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for i = 1, cY do
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self.parent:setFG(obx, oby + i + n - 2, getTextHorizontalAlign(tData[2][i], self.width, textHorizontalAlign))
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self.parent:setBG(obx, oby + i + n - 2, getTextHorizontalAlign(tData[3][i], self.width, textHorizontalAlign, tHex[self.bgColor]))
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self.parent:setText(obx, oby + i + n - 2, getTextHorizontalAlign(tData[1][i], self.width, textHorizontalAlign))
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end
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end
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end
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end
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end
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@@ -4,7 +4,7 @@ local function Example(name) -- you can call this function how you want, doesn't
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-- here you could set some default values, but its not necessary, it doesn't matter if you call the functions or change the values directly, maybe i should change that
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--i guess its better if you call functions base:setBackground, base:setSize and so on.
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base.width = 3
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base.width = 12
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base.height = 1
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base.bgColor = colors.lightGray
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base.fgColor = colors.gray
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@@ -31,8 +31,8 @@ local function Example(name) -- you can call this function how you want, doesn't
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if (base.draw(self)) then
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if (self.parent ~= nil) then
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local obx, oby = self:getAnchorPosition()
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--self.parent:setBackground(obx, oby, self.width, self.height, self.bgColor) -- changes the background color of that object
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--self.parent:setForeground(obx, oby, self.width, self.height, self.fgColor) -- changes the foreground (textcolor) color of that object
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--self.parent:drawBackgroundbox(obx, oby, self.width, self.height, self.bgColor) -- changes the background color of that object
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--self.parent:drawForegroundbox(obx, oby, self.width, self.height, self.fgColor) -- changes the foreground (textcolor) color of that object
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--self.parent:writeText(obx, oby, "Some Text", self.bgColor, self.fgColor) -- writes something on the screen, also able to change its bgcolor and fgcolor
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--the draw functions always gets called after something got visually changed. I am always redrawing the entire screen, but only if something has changed.
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