Files
impostor/inc/system/system.ui.lua
Zsolt Tasnadi d9febf16e0
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
remove prular defitions
2026-02-22 15:20:10 +01:00

179 lines
6.0 KiB
Lua

--- Draws the top bar.
-- @param title string The title text to display.
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.green)
end
--- Draws dialog window.
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu.
-- @param items table A table of menu items.
-- @param selected_item number The index of the currently selected item.
-- @param x number The x-coordinate for the menu.
-- @param y number The y-coordinate for the menu.
function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then
Print.text(">", x - 8, current_y, Config.colors.green)
end
Print.text(item.label, x, current_y, Config.colors.green)
end
end
--- Updates menu selection.
-- @param items table A table of menu items.
-- @param selected_item number The current index of the selected item.
-- @return number The updated index of the selected item.
function UI.update_menu(items, selected_item)
if Input.up() then
Audio.sfx_beep()
selected_item = selected_item - 1
if selected_item < 1 then
selected_item = #items
end
elseif Input.down() then
Audio.sfx_beep()
selected_item = selected_item + 1
if selected_item > #items then
selected_item = 1
end
end
return selected_item
end
--- Wraps text.
-- @param text string The text to wrap.
-- @param max_chars_per_line number The maximum characters per line.
-- @return table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local current_line = ""
local words_in_line = 0
for word in input_line:gmatch("%S+") do
words_in_line = words_in_line + 1
if #current_line == 0 then
current_line = word
elseif #current_line + #word + 1 <= max_chars_per_line then
current_line = current_line .. " " .. word
else
table.insert(lines, current_line)
current_line = word
end
end
if words_in_line > 0 then
table.insert(lines, current_line)
else
table.insert(lines, "")
end
end
if #lines == 0 then
return {""}
end
return lines
end
--- Creates a numeric stepper.
-- @param label string The label for the stepper.
-- @param value_getter function Function to get the current value.
-- @param value_setter function Function to set the current value.
-- @param min number The minimum value.
-- @param max number The maximum value.
-- @param step number The step increment.
-- @param[opt] format string The format string for displaying the value.
-- @return table A numeric stepper control definition.
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return {
label = label,
get = value_getter,
set = value_setter,
min = min,
max = max,
step = step,
format = format or "%.1f",
type = "numeric_stepper"
}
end
--- Creates an action item.
-- @param label string The label for the action item.
-- @param action function The function to execute when the item is selected.
-- @return table An action item control definition.
function UI.create_action_item(label, action)
return {
label = label,
action = action,
type = "action_item"
}
end
--- Draws decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The index of the selected decision.
function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label
local text_width = #decision_label * 4 local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green)
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
end
--- Draws meters.
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end
--- Updates decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The current index of the selected decision.
-- @return number The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
return selected_decision_index
end