b217582757
Drastically simplifies the logic required to use these and no longer relies on the GAMEMODE/GM object.
187 lines
4.9 KiB
Lua
187 lines
4.9 KiB
Lua
--[[
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The MIT License (MIT)
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Copyright (c) 2015-2018 Xaymar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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--]]
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--[[
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# Class UIManager
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UIManager is used to simplify the logic required to keep the GameMode's UI looking
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good by simply moving all the logic into a single class and then handing off
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the UI control to the windows themselves.
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# Events
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Events must be explicitly listened to by the client object. A client must first call
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UIManager:Listen(string event, any uniqueId, function callback)
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to listen to an event and call
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UIManager:Silence(string event, any uniqueId)
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to stop listening to an event.
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## UpdateDPI(float DPIPercent)
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Called whenever a change is made to the DPI, such as a change in the screen resolution,
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or an update from the user of this class. Only parameter is DPI, which is a float.
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1.0 designates 100%, 2.0 designates 200% and so on.
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--]]
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local UIManagerMeta = {}
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UIManagerMeta.__index = UIManagerMeta
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-- Global Constructor
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function UIManager()
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local obj = {}
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obj.__index = obj
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setmetatable(obj, UIManagerMeta)
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obj:__construct()
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return obj
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end
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-- Constructor
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function UIManagerMeta:__construct()
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self:InitializeEvents()
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self:UpdateScreen()
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self:InitializeDPI()
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end
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-- Events
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function UIManagerMeta:InitializeEvents()
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self.events = {}
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end
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function UIManagerMeta:Listen(event, uniqueName, callback)
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assert(type(event) == "string", "UIManager:Listen(event<string>, callback<function>): event must be a string")
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assert(type(callback) == "function", "UIManager:Listen(event<string>, callback<function>): callback must be a function")
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if (self.events[event] == nil) then
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self.events[event] = {}
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end
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self.events[event][uniqueName] = callback
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return true
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end
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function UIManagerMeta:Silence(event, uniqueName)
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if (self.events[event] == nil) then
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return false
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end
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if (self.events[event][uniqueName] == nil) then
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return false
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end
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self.events[event][uniqueName] = nil
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return true
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end
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function UIManagerMeta:Call(event, ...)
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if (self.events[event] == nil) then
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return
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end
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for k,v in pairs(self.events[event]) do
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print(k)
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print(v)
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v(...)
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end
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end
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-- Screen
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function UIManagerMeta:UpdateScreen()
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if (self.screen == nil) then
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self.screen = {}
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end
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if ((self.screen.width != ScrW()) || (self.screen.height != ScrH())) then
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self.screen.width = ScrW()
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self.screen.height = ScrH()
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return true
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end
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return false
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end
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-- Tick
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function UIManagerMeta:Tick()
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if (self:UpdateScreen() == true) then
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self.dpi.calculated = self:CalculateDPI()
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if (self.dpi.override == nil) then
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self:Call("UpdateDPI", self.dpi.calculated)
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else
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self:Call("UpdateDPI", self.dpi.override)
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end
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end
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end
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-- DPI Scaling
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function UIManagerMeta:InitializeDPI()
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self.dpi = {}
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-- Calculate DPI using these base sizes.
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self.dpi.base = {}
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self.dpi.base.width = 1920
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self.dpi.base.height = 1080
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-- Limits
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self.dpi.limits = {}
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self.dpi.limits.min = 0.25
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self.dpi.limits.max = 4.00
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-- Final Value
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self.dpi.override = nil
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self.dpi.calculated = self:CalculateDPI()
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end
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function UIManagerMeta:CalculateDPI()
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--[[
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DPI Scaling is linear in respect to the base resolution.
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That means that at 50% of the Base resolution, the output is 0.5,
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and at 200% of the Base resolution, the output is 2.0.
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--]]
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-- Shortest Edge scaling
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local wScale, hScale = self.screen.width / self.dpi.base.width, self.screen.height / self.dpi.base.height
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if (wScale < hScale) then
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return wScale
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end
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return hScale
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end
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function UIManagerMeta:GetDPIScale()
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if (self.dpi.override != nil) then
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return self.dpi.override
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end
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return self.dpi.calculated
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end
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function UIManagerMeta:SetDPIScale(newDPIScale)
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self.dpi.override = newDPIScale
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if (self.dpi.override == nil) then
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self:Call("UpdateDPI", self.dpi.calculated)
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else
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if (self.dpi.override < self.dpi.limits.min) then
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self.dpi.override = self.dpi.limits.min
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end
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if (self.dpi.override > self.dpi.limits.max) then
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self.dpi.override = self.dpi.limits.max
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end
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self:Call("UpdateDPI", self.dpi.override)
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end
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end
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_G["UIManager"] = UIManager()
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