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76 changes: 76 additions & 0 deletions lovely/ui_elements.toml
Original file line number Diff line number Diff line change
Expand Up @@ -149,3 +149,79 @@ if deck_center.check_for_unlock and type(deck_center.check_for_unlock) == "funct
end
"""
match_indent = true

## UIBox shaders
# UIElement:draw_pixellated_rect()
[[patches]]
[patches.pattern]
target = "engine/ui.lua"
pattern = '''love.graphics.polygon((_type == 'line' or _type == 'line_emboss') and 'line' or "fill", self.pixellated_rect[_type].vertices)'''
position = "at"
payload = '''
local function _draw()
-- don't duplicate the line
love.graphics.polygon((_type == 'line' or _type == 'line_emboss') and 'line' or "fill", self.pixellated_rect[_type].vertices)
end

local function _draw_layer(shader, send)
local args = {
G.TIMERS.REAL/28,
G.TIMERS.REAL
}

if shader == "none" or shader == "dissolve" then
_draw()
return
elseif send then
for _, v in ipairs(send) do
local val = v.val or (v.func and v.func(self)) or v.ref_table[v.ref_value]
-- TARGET: Convert v.val to a number if your mod adds an alternate number data type (ala Talisman)

G.SHADERS[shader]:send(v.name, val)
end
elseif shader == "vortex" then
G.SHADERS['vortex']:send('vortex_amt', G.TIMERS.REAL - (G.vortex_time or 0))
else
local key = SMODS.Shaders[shader].original_key
local tile_scale = G.TILESCALE*G.TILESIZE*G.CANV_SCALE

-- actually supported
G.SHADERS[shader]:send(key, args)
G.SHADERS[shader]:send("uibox_size", {self.VT.w * tile_scale, self.VT.h * tile_scale})
G.SHADERS[shader]:send("uibox_pos", {self.T.x * tile_scale, self.T.y * tile_scale})
end

love.graphics.setShader(G.SHADERS[shader], G.SHADERS[shader])
_draw()
love.graphics.setShader()
end

if self.config.shader then
-- simple single shader
if type(self.config.shader) == "string" then
_draw_layer(self.config.shader)

-- more complex shader calls
elseif type(self.config.shader) == "table" then
-- one shader pass with a custom send
if self.config.shader.shader then
_draw_layer(self.config.shader.shader, self.config.shader.send)

-- list of shaders
elseif #shader > 0 then
for _, v in ipairs(self.config.shader) do
if type(v) == "string" then
_draw_layer(v.shader)
elseif type(v) == "table" then
_draw_layer(v.shader, v.send)
end
end
end
end

-- no shader
else
_draw()
end
'''
match_indent = true
5 changes: 5 additions & 0 deletions lsp_def/ui.lua
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,10 @@ G.UIT = {
padding = 0, --default padding
}

---@class UINode.shader_config: table
---@field shader string Key for the shader being used on this element.
---@field send table? Allows sending custom arguments to the shader. Works like the `_send` argument of `Sprite:draw_shader()`.

---@class UINode.config: table
---@field align? string String *MUST* be two or less letters, 1st indicating vertical alignment and 2nd horizontal.
---@field h? number Fixed height.
Expand Down Expand Up @@ -53,6 +57,7 @@ G.UIT = {
---@field vert? boolean Sets if the text is drawn vertically.
---@field object? Node Object to render.
---@field role? "Major"|"Minor"|"Glued" Sets object's role type.
---@field shader UINode.shader_config|string|(UINode.shader_config|string)[] Defines what shaders are used to draw this UI box. If a string, uses that string as the key and sends default arguments.

--- Internal class for annotating UIBox/UIElement tables before being turned into objects.
---@class UINode: table
Expand Down