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Newui style #2

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Sep 17, 2023
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49 changes: 30 additions & 19 deletions ui/screens/levelselect.lua
Original file line number Diff line number Diff line change
Expand Up @@ -28,8 +28,13 @@ local function make_localscore_elements(pack, level, level_options)
end
end
return flex:new({
label:new("Your Score:", { font_size = 16, wrap = true }),
label:new(tostring(math.floor(score * 1000) / 1000), { font_size = 60, cutoff_suffix = "..." }),
quad:new({
child_element = flex:new({
label:new("Your Score:", { font_size = 16, wrap = true }),
label:new(tostring(math.floor(score * 1000) / 1000), { font_size = 60, cutoff_suffix = "..." })
}, { direction = "column", align_items = "stretch" }),
style = { background_color = { 0, 0, 0, 0.7 }, border_color = { 0, 0, 0, 0.7 }, border_thickness = 5 }
})
}, { direction = "column", align_items = "stretch" })
end

Expand All @@ -47,13 +52,13 @@ local function make_options_elements(pack, level)
selections[selections_index],
{ font_size = 30, style = { color = { 0, 0, 0, 1 } }, wrap = true }
),
style = { background_color = { 1, 1, 1, 1 }, border_color = { 1, 1, 1, 1 }, border_thickness = 5 },
style = { background_color = { 1, 1, 1, 1 }, border_color = { 0, 0, 0, 1 }, border_thickness = 5 },
selectable = true,
selection_handler = function(self)
if self.selected then
self.border_color = { 0, 0, 1, 1 }
else
self.border_color = { 1, 1, 1, 1 }
self.border_color = { 0, 0, 0, 1 }
end
end,
click_handler = function(self)
Expand All @@ -62,6 +67,7 @@ local function make_options_elements(pack, level)
selections[selections_index],
{ font_size = 30, style = { color = { 0, 0, 0, 1 }, padding = 8 }, wrap = true }
)
self.background_color = { 1, 1, 0, 1 }
self.element = update_element(selections_element, self, 1, self.element)
level_options_selected = { difficulty_mult = selections[selections_index] }
local score = flex:new({
Expand All @@ -81,7 +87,7 @@ local function make_level_element(pack, level, extra_info)
extra_info.composer = extra_info.composer or "no composer"
local music = extra_info.song .. "\n" .. extra_info.composer
local preview = level_preview:new(pack.game_version, pack.id, level.id, { style = { padding = 0 } })
local elem = quad:new({
local elem = quad:new({
child_element = flex:new({
quad:new({
child_element = preview,
Expand All @@ -92,7 +98,7 @@ local function make_level_element(pack, level, extra_info)
label:new(level.name, { font_size = 40, wrap = true }),
label:new(level.author, { font_size = 26, wrap = true }),
}, { direction = "column", style = { padding = 5 } }),
label:new(level.description, { font_size = 16, wrap = true }), -- future: use elements[2] to change this to only appear when selected
label:new("", { font_size = 16, wrap = true }), -- the future is now!
}, { direction = "column" }),
--flex:new({label:new(music, { font_size = 30, wrap = true })}, { align_items = "end", direction = "column" }),
}, { direction = "row" }),
Expand All @@ -109,9 +115,16 @@ local function make_level_element(pack, level, extra_info)
if level_element_selected ~= self then
local elems = self.parent.elements
for i = 1, #elems do
elems[i].background_color = { 0, 0, 0, 0.7 }
if(elems[i] == self) then
description = label:new(level.description, { font_size = 16, wrap = true })
self.background_color = { 0.5, 0.5, 0, 0.7 }
else
description = label:new("", { font_size = 16, wrap = true })
elems[i].background_color = { 0, 0, 0, 0.7 }
end
elems[i].element.elements[2].elements[2] = update_element(description, elems[i].element.elements[2], 2, elems[i].element.elements[2].elements[2])
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There is no need to check for == self, you can just set all descriptions to "" and then set the current one outside the loop (micro optimization is useless anyway and it looks cleaner that way in my opinion).

(And refer to my comment about description being shown or not)

end
self.background_color = { 0.5, 0.5, 0, 0.7 }
root.elements[2] = update_element(root.elements[2], root, 2, root.elements[2])
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We'll probably replace this update_element function at some point as it is kind of messy, but for now this if fine ig.

local score = flex:new({
make_localscore_elements(pack.id, level.id, { difficulty_mult = 1 }),
make_options_elements(pack, level),
Expand Down Expand Up @@ -149,15 +162,15 @@ local function make_pack_elements()
if #pack.levels > 0 then
elements[#elements + 1] = quad:new({
child_element = label:new(pack.name, { font_size = 30, style = { color = { 0, 0, 0, 1 } }, wrap = true }),
style = { background_color = { 1, 1, 1, 1 }, border_color = { 1, 1, 1, 1 }, border_thickness = 4 },
style = { background_color = { 1, 1, 1, 1 }, border_color = { 0, 0, 0, 1 }, border_thickness = 4 },
selectable = true,
selection_handler = function(self)
if self.selected then
self.border_color = { 0, 0, 1, 1 }
else
self.border_color = { 1, 1, 1, 1 }
end
end,
selection_handler = function(self)
if self.selected then
self.border_color = { 0, 0, 1, 0.7 }
else
self.border_color = { 0, 0, 0, 0.7 }
end
end,
click_handler = function(self)
for j = 1, #elements do
elements[j].background_color = { 1, 1, 1, 1 }
Expand Down Expand Up @@ -195,10 +208,8 @@ local function make_pack_elements()
)
cache_folder_flex[pack.id] = update_element(levels, root, 2, last_levels)
end
if root.elements[2] ~= levels then
levels.elements[1]:click(false)
end
root.elements[2] = levels
levels.elements[1]:click(false)
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You need to keep the check, if you always autoclick on the first level when selecting a pack clicking on the pack again will start the first level. The check there is making it not autoclick if the level column is still the same.

end
})
end
Expand Down